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Thursday, 30 April 2015

Army List: Eldar 1850 pts Windriders & Lynx

While I continue to write my full analysis of Codex Eldar Craftworlds, here is an 1850 pts army list to get you thinking about how to build the new Eldar.

Wild Host of Saim Hann

I want my first new Eldar list to be built around models that I like, and a recognisable theme, to demonstrate that the new codex is very good at making fluff-aligned lists competitively viable. I have chosen to build a 'Wild Host of Saim Hann' army based on Jetbikes, Grav-Tanks and Flyers—all the fast things! That said, it does have one static element (a Skyshield), but even the Wild Host has to land somewhere to refuel...
Combined Arms Detachment: Eldar Craftworlds
Autarch Skyrunner with Banshee Mask and Shard of Anaris [130]
5x Windriders with Scatter Lasers [135]
5x Windriders with Scatter Lasers [135]
5x Windriders with Scatter Lasers [135]
5x Windriders with Scatter Lasers [135]
Fast Attack
8x Shining Spears, Exarch with Star Lance [245]
Lord of War
Lynx with Pulsar and Shuriken Cannon [420]
Skyshield Landing Pad [75]
Crimson Death
Crimson Hunter Exarch [160]
Crimson Hunter [140]
Crimson Hunter [140]
1850 pts
The Autarch joins the Shining Spears to make them Fearless and immune to Overwatch. Shining Spears took a significant hit in the new codex by losing Hit & Run and Monster Hunter, but received a permanent 4++ cover save and AP3 in return. I think the old rules were slightly better, but they are still a fast and effective assault unit, and play an important 'line-backer' role in a shooty army with lots of juicy assault targets. Plus the models look badass when converted to ride the new Jetbike.

The Lynx sits on the Skyshield and nukes hard targets with its two D Large Blast shots. The new Wraithknight caused a lot of excitement with its two non-blast D shots for 295 pts, but I think the Lynx with its blasts is the superior choice for 125 pts more. Plus the Titan Holo-Fields of the Lynx (ignore 50% of hits, including D hits) give it an edge in D-duels with enemy Supers/Gargantuans.

Objective Secured Windriders are for claiming Objectives first, and shooting the enemy second. If you reverse this priority then you may kill a few more enemy models at the cost of VP—always stay on mission!

I have always played three Crimson Hunters in my competitive lists, and with a price drop and buff in the new codex I am very happy to continue this tradition. Crimson Hunters in Formation get a permanent 4++ cover save that they can reroll if they Jink—this is a massive boost to their resilience. I rarely lost my Flyers under the previous rules, and I expect even better things from them now. They also get Preferred Enemy against Flyers and Flying Monsters; combined with their standard Skyhunter rule, they are simply the best anti-air unit in the game. The Autarch allows them to arrive from Reserve on a 2+ so they can start pew-pewing as early as possible.


This list is capable of dealing with nearly any opposition:

  • 80 S6 shots to kill light armour and horde infantry
  • 12 S8 AP2 shots with optional Skyfire to kill Flyers, Flying Monsters, heavy armour and elite infantry
  • Two D Large Blast shots to kill heavy armour, Monsters/Gargantuans/Supers, and non-Invisible deathstars
  • A fast, Fearless, resilient counter-assault unit to protect all the shooters
  • Four fast Objective Secured units
It is obviously designed to simply blow away your enemy with superior firepower—but it is also capable of scoring VP throughout a Maelstrom mission thanks to the five Jetbike squads.


While I wouldn't call it a 'glass cannon' in the same class as Dark Eldar, this list is not exactly tough either. The Lynx is probably the least resilient Super commonly encountered, with only AV11 and 6HP. This soft skin is mitigated by its Titan Holo-Fields and the Skyshield for stacking 4++ saves, but it also means that it is effectively a static target.

Everything else in the list is even less resilient—only T4/3+ or AV10. This list will play very differently to the good old 'AV12 Wall' Mechdar armies seen under the previous codex.

Very fast assault armies will give this list a lot of trouble; I'm thinking of Khorne Daemonkin with multiple Flesh Hound squads and Maulerfiends. There are no midfield blockers in this army list.

Hardcore alpha strike lists—like full Pods—will be a difficult match-up too. The Wild Host, like Han, likes to shoot first!


I continue to be impressed by the great rules-to-fluff alignment GW have achieved with the new Codex Eldar Craftworlds. And despite all the internet fear-mongering, remember that the universal moderator of army lists continues to apply: the points limit.

New Eldar have lots of nice toys, but they don't come cheap. It's all well and good to propose 60 Windrider armies with uncountable numbers of S6 shots, but by the time you buy anti-air, anti-hard target, and something to block midfield or counter-assault, there are just not enough points left over to max-out on Jetbikes. And if you don't buy all those other essential elements of a balanced army, your uber-Windriders will find themselves hard-countered by AV13+ or Helldrakes. I continue to like the internal balance of the new book.

Now, back to writing that lengthy codex review!


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