I will post a few Iyanden lists in this thread for review and addition to the big list of lists. My lists are all comers lists with a focus on wraithguard units. I will have a variety from more competive lists with some of the powerful (or "overpowered" depending on your view) units, to lists that minimize the use of those units. Generally the lists are hybrid lists though they have a primary focus on foot units.
This first list is an 1850 list.
HQ
--Fa'alorath (Eldrad)--210 pts
--Autarch, Jetbike, Fusion Gun, Power Weapon--120 pts
Troops
--10x Wraithguard, Spiritseer with Conceal--396 pts
--10x Wraithguard, Spiritseer with Conceal--396 pts
Elites
--5x Fire Dragons, 1x Exarch with DBFlamer and Crack Shot--118pts
--5x Harlies, 3x Kisses, 1x Troupe Master with Power Weapon, 1x Shadowseer with Kiss, 1x Deathjester--216 pts
Fast Attack
--1x Vyper, 2x Shuriken Cannons--60 pts
Heavy
--1x Falcon with Star Engines, Vectored Engines, Spirit Stones, 2x Shuriken Cannons--195 pts
--1x Warwalker, 2x Eldar Missile Launchers--70 pts
--1x Warwalker, 2x Eldar Missile Launchers--70 pts
Total--1850
Thanks Moc for the suggestion below. I'll add a few background and tactical comments. These comments basically apply to each list I post here. If there is a change I'll make note of it.
Fluff
My craftworld is craftworld Fa'alnor. It is guided by farseer Fa'alorath a gifted farseer who uses his prophetic visions to actively guide the forces of the craftworld in efforts to manipulate the future. This manipulations are often subtle and involve much more than simply conquering the foe on the field of battle. Because of this the military forces of the craftworld generally look much different than traditional craftworld forces and are broken up into two basic forces.
One force focuses primarily on raid and hit and run tactics relying on speed to get the job done. This force is often dispatched to capture large numbers of mon keigh. The captives serve one of two purposes. Some are simply used for training purposes, forced to fight so that the opposition learns how they fight. Others are intended to be reassimlated into their native culture, and are destined to become great leaders who will turn the tide of future battles. In this way craftworld Fa'alnor is able to avoid large furture battles, by manipulating the military forces of the other races. Before being reassimlated the captives have their memories of the Eldar erased. They retain the skills acquired (often specializing in fighting against a particular foe), and have false memories implanted with respect to how those skills were acquired.
In game terms, this element of the craftworlds force's fight with the rules of the dark eldar. It has a few unique aspects whose fighting style, skills and equipment are similar in nature to those of wyches, incubi and even mandrakes. To all but the most knowledgable, these forces are indistinguishable from the dark eldar on the field of battle. This is an intentional effort by the craftworld, and allows it to operate without drawing attention to itself. The primary color of these forces is dark green with a dark purple being a secondary color.
Because so many of the professional fighters of the craftworld are a part of the raiding force, the numbers of traditional aspect warriors are limited. This leads to a significant dependance on wraith units when the force fights in a more traditional manner, and the forces will often be similar to the forces of the better known Iyanden craftworld. It is often the case that when this force takes to the field of battle, the wraithguard and their seers outnumber the guardian and aspect warriors combined. The primary colors of these forces are bright yellow and dark green, orange is a secondary color.
Fighting Style:
When the traditional craftworld forces fight, the battle plan revolves around the wraithguard. Typically two units of 10 are fielded. They are led by a warlock with conceal, and supported by Fa'alorath himself, or by two of the lessers farseers. This forms the bulk of the army.
Other elements are present to support the guard. Harliquins will often accompany the guard to ensure that enemy assault forces do not tie up the guard in close combat. The Harliquins and guard often work together to effeciently dispatch almost any foe. The guard hold the foe in place while the Harliquins hop in sweep the kill zone then hop back out only to repeat the process until the entire enemy unit is dispatched. This tactic can often be used to eliminate strong threats to the guard such as powerfists by focusing the harliquin assault near the fist. The Harliquins do not run in front of the forces choosing instead to advance with the guard and their death jester lays down fire during this steady advance.
One danger the force faces is a foe who chooses to steadily retreat from the core of the force. The falcon with its dragons, the vyper, autarch and the warwalkers all work to limit the ability of the foe to pull away. They also focus on eliminating and/or neutralizing armored threats to the guard in the early stages of the battle before the guard can get close enough to be effective.
The power of the wraithguard units and nearby harliquins usually discourages any foe thinking of advancing. Becuase of this the force is often forced to advance itself in order to clear the field of the enemy.
The Enemy:
The forces of craftworld Fa'alnor have a fair chance of facing just about any enemy force in the 40k universe and have battled Grey Knights, Tyranids, Tau, Necrons, Black Templars, Chaos, Marines, Sisters of Battle, Orks, Blood Angels and Imperial Guard. Even the rare Dark Eldar are potential opponents. Though I rarely have the time to devote to an entire day for a rogue trader tournment, my opponents are often using the lists that they use for those tournaments, and we play using scenarios that are used in the tournaments. The force is desgined to be used in those tournmeants.
Gaming Considerations:
The autarch is there in part to ensure that the support for the guard arrives quickly if required to be in reserve by the mission. The warwalkers give early added firepower in missions where most of the force is in reserve. The large powerful guard units are my compulsory troops and will start on the battle in any mission and in sustained attack missions it is a virtual certainty that they will only be destroyed once if at all. Much of what is in reserve is able to move onto the board and to where it needs to be quickly because of its speed and can be useful the turn it enters play. No units are incabable of firing the turn they enter play.
With limited units that need to hide on the first turn (the falcon, walkers and vyper) it isn't too hard to hide particularly since the walkers and vyper don't need much to hide behind.
Boards typically use the 25% terrain convention with large blocks of ruins being a very common feature.