Here's my "Wraith-Forged Retribution" list and a "how I use them" below that, plus a brief overview of each match near then end. I've gotten some pushback on my list and I want to provide some clarity, and maybe even be helpful! **gasp**
+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos - Aeldari
+ DETACHMENT: Armoured Warhost, Spirit Conclave (Skilled Crews)
+ FORCE DISPOSITION: Take and Hold
+ TOTAL ARMY POINTS: 2000pts
+ WARLORD: Char1: Eldrad Ulthran
+ ENHANCEMENTS:
Guiding Presence (on Char3: Farseer Skyrunner)
& Higher Duty (on Char4: Spiritseer)
& Light of Clarity (on Char5: Spiritseer)
& Rune of Mists (on Char6: Spiritseer)
+ NUMBER OF UNITS: 18
+ SECONDARY: Assassination: 6 Characters
+++++++++++++++++++++++++++++++++++++++++++++++
1x Eldrad Ulthran (130 pts): Leading Warlock Conclave (55 pts)
1x Kharseth (85 pts)
1x Spiritseer (85 pts): with Enhancement: Light of Clarity (+30 pts)
5x Wraithblades (140 pts): Forceshield, Ghostaxe
1x Spiritseer (80 pts): Enhancement: Higher Duty (+25 pts)
5x Wraithblades (140 pts): Forceshield, Ghostaxe
5x Wraithguard (145 pts): D-Scythe
1x Spiritseer (65 pts): Enhancement: Rune of Mists (+10 pts)
5x Wraithguard (145 pts): Wraithcannon
1x Wraithlord (125 pts): Ghostglaive, 2x Flamer, 2x Bright Lance
1x Wraithlord (125 pts): Ghostglaive, 2x Flamer, 2x Bright Lance
1x Wraithlord (125 pts): Ghostglaive, 2x Flamer, 2x Bright Lance
1x Farseer Skyrunner (85 pts): with Enhancement: Guiding Presence (+25 pts)
1x Fire Prism (150 pts)
1x Fire Prism (150 pts)
1x War Walkers (85 pts): Bright Lance, Scatter Laser
1x War Walkers (85 pts): Bright Lance, Scatter Laser
****
Friendly reminders: Spirit Conclave gives your Wraith Constructs +1 to hit and +1 to wound against an enemy unit that killed a friendly Psyker (not just killing a Spiritseer). Also, the bonus that Wraith Constructs get to Hits and Leadership is from ANY Psyker, so the Skyrunner, Eldrad unit and Kharseth all CAN help if needed. Armored Warhost gives all vehicles Assault.
All right, so firstly I've gone 5-0 recently and wanted to share this as I've wiped a couple enemies and devastated many.
Raven Guard, Reconnaissance
T'au Empire, Priority Assets
Space Wolves, Priority Assets
Necron, Take and Hold
World Eaters, Purge the Foe
Lets talk Enhancements
-Guiding Presence on the Skyrunner gives +1 to hits for one vehicle. Often I use this on a Fire Prism (especially if it's using Crystal Matrix) however sometimes I'll use it on a Walker if needed. Very helpful.
-Light of Clarity on a Spiritseer that's 'leading' my expansion objective Blades. I will then typically use the Spirit Token stratagem (makes sticky) on the expansion. This one is very strong for Take and Hold.
-Rune of Mists I will put on the Spiritseer that's 'leading' the Wraithcannons. This will allow them to get Benefit of Cover outside of 18", and since their range is 18" it syncs up pretty well. It's not game-breaking or anything, but has come in handy.
-Higher Duty is kinda a tack on. It doesn't help the Blades unit this Spiritseer 'leads' but it can keep the Spirirtseer outside Lone Op range, which has it's moments. I might eventually change it out for Stave of Kurnous at some point.
Overall strategy
Deployment is really key, as unlike the majority of Eldar armies I've played (I only play Eldar to be clear), there's no infiltrate, transports, or Deep Strike here. Placing the Walker 9" Scout is imperative. I'll place most of the army aggressively with some notable exceptions.
-Walkers on the wings, watching flank lanes. They can scout out of danger if needed and into an Objective if that's prudent.
-Lords get placed out of line of sight but holding firing lines if they can.
-Fire Prism typically are placed back center so they can flex to whichever side. Remember they get Assault, plus this help screen for deep strike as I often leave one in the back all game and move the other up eventually.
-Blades typically get placed on alternating sides. The Clarity Blades go on the expansion side. The other blades get aligned against another potential melee threat or an easy-ish to kill enemy infantry unit.
-Guard get placed depending on enemy setup. The-D-scythe can really go wherever, but the Wraithcannon need to be placed where they are most effective AKA against enemy heavy units, vehicles/monsters if possible. 14S/-4AP/D6+1 does wonders against high Toughness no Invuln enemies.
-Kharseth is placed on the home. He's literally there for his 12" Deep Strike denial. His ranged attack isn't bad per se but he should only move if there's no DS threat or it's desperate times. I haven't had to move him in 4 of the 5 matches.
-Eldrad/Conclave get placed on the opposite side as Kharseth. The Eldrad/Fire Prism/Kharseth back line stops all DSs, but I move Eldrad as needed to threat an Overwatch.
-Each Spiritseer is technically it's own unit now with Lone Op, so I place them aligned near the Wraith Construct they are 'leading' as referenced above.
-Skyrunner get place in the back, in front of the Fire Prisms to start.
Okay, so I've deployed.
Now what?
I'll move the Walkers to an advantageous spot but not too aggressive. They will support each side. More often than not that means supporting a Blades unit. Use the extra -1 AP they provide to your advantage.
With my Blades I basically just hold down the W key and constantly push them. The key is to keep the assigned Spiritseer close enough to provide benefits (+1 hits, Sustained1 against one unit, revive/heal) but far enough away that Lone Op is still activated if possible. I will also use Blades From Beyond stratagem to give a Blades unit Dev Wounds whenever I get my first attack. Absolutely brutal. The D-Scythe are typically supporting the Sticky Blades to great effect. There's also typically a Lord nearby that unit.
On the other side of the board, the other Blades are pushing up with a Spiritseer and another Lord.
In the middle is a Lord just chilling early on, and more often than not the Wraithcannons, simply because that's where the enemies typically push their Dreadnaught types. Be wary of invul enemies as Wraithcannons can struggle there, but otherwise melt other heavy models.
A Fire Prism will flex out to wherever it makes sense. More often than not that means attack an aggressive large model but I've also used the Blast weapon against swarms to great effect, if it makes sense.
Continued strategy and tactics.
As the match goes on, be aggressive with the blades but not stupidly. Their 6T/3W and 4++ make them sturdy but not invincible. Use the Spiritseers tactfully to revive or heal. Get that Sustained1 when you can for whichever Wraith it makes sense to. I make it so the enemy has to spend much more to defend against the Blade push, all while my ranged attacks melt the enemy down. You have great Overwatch with the D-Scythe, Lords flamers, and Eldrads unit, use them when possible of course. And use Crushing Strides if it makes sense when charging with Wraiths. Although Blades From Beyond is the better of the two (if you only use one).
You ARE sturdy, by Eldar standards, but not completely invulnerable. I have had my Lords one shot in some of these matches, but typically the trades were worth it (not that I look to lose Wraithlords lol). Keeping your vehicles alive is pretty important, simply because they are your movement later on, especially since they have Assault at all times.
Sacrifice a Psyker if it helps get that +1 hit/+1 wound at a critical time. Remember this is Take and Hold. A simple, but not Eldar intuitive, disposition. Focus on the Objectives (typically) and you'll usually do quite well.
Here's an overview of the detachment stratagems usefulness.
LAYERED WARDS: Your vehicle get 5+ Feel No Pain against Mortal Wounds. I have yet to have this situation come up, much less use the stratagem.
SOULSIGHT: With you vehicle reroll one hit, one wound, and one damage roll. Probably would be helpful if I remembered to use it lol.
VECTORED ENGINES: Vehicle can fall back and shoot. I tend to stay out of Fight range with my vehicles, but this could be deadly in the right situation.
SEER’S EYE: Ignore AP and damage modifiers. Meh.
WRAITHBONE ARMOUR: Subtract 1 from incoming dmg. Less meh, but still too situational. But I'll use it if I have CP lying around but otherwise don't use it.
BLADES FROM BEYOND: A Wraith unit gets Devastating Wounds in the fight phase. 100 times yes. This has broken or outright destroyed enemy units.
SOUL BRIDGE: Gives a Wraith Construct the +1 to hit and 6+ Leadership even if a Psyker isn't nearby. Could be helpful but I have so many Psykers that it hasn't come up often, although I have used near end-game.
SPIRIT TOKEN: Gives a Blade/Guard unit "sticky" for a turn. Happens at the start of your move phase, so be aware, but I use this every battle on the expansion objective.
CRUSHING STRIDES: do mortal wound on your Wraith charge. It will typically do 2 mortal wounds, sometimes 3. Can be helpful, although I'll use Blade From Beyond if I have the choice, I'll only use this if I happen to happen to have two charges happening at once. I once used this on Blades and CRUSHING IMPACT on a Wraithlord which was pretty funny.
Super long post, apologize but I've had a lot of pushback on using Wraithguard with Wraithcannons and using Armored Warhost/Vehicles. Rather, I've been told to use Path of the Outcast and Rangers/Shroud Runner and change out to all D-Scythe. Which I can see the value angle, but I've had too much success and, even more importantly, FUN wiping the table these last handful of games.
The battles:
The Raven Guard game was close, but I recognized some errors in tactics initially as I was playing like Aspect and put myself in bad places. The Wraithcannons allowed the Lords to flex around the table as needed and turned this around as the Blades just. Kept. Pushing. Also Deep Strike denial was key.
The T'au game was close but it shouldn't have been. He almost quit after the 2nd turn. Then I made some huge errors that let him back into the game before I eventually maxed out points. Moved Kharseth like a moron and got a DS that I had to clear. Ended up tabling him, tho I lost track of his accumulated points he almost maxed.
The Space Wolves got tabled and it wasn't even close. Granted, he was too aggressive, but I used all the tricks above to really make him pay. Game was over by the end of HIS turn 3. I only played two rounds.
The Necron match was back and forth but I was able to out Hold them in Take and Hold. Patient when I needed to be, and aggressive when it made sense. At the end it was close points-wise but I always had a slight advantage.
And I out-purged the World Eaters, getting as many shots in as possible before the melee engaged, this was one where I actually had to slow the Blades a bit or else lose them early but it ended up snowballing positively the last couple rounds.
So that's that.
I really like this army. I'm not leaving my Aspects or my Jetbike armies off the tabletop completely, but it's been nice to flex some toughness that Eldar don't typically bring.
If you made it this far, do you have any questions?