So this ends up with a highly mobile mid-range shooty list, with the added buff of an Ulthwe Seer Council who have foreseen that this particular Archon is destined to do something important, and thus must keep him alive. I've played this 3 times so far and met with devastating (for them) results against Death Guard, Dark Angels, and Deathwatch (new book). I submit for review, tweaks, improvement, and tactical recommendation.
++ Supreme Command Detachment +1CP (Aeldari - Craftworlds) [15 PL, 285pts] ++
+ No Force Org Slot +
Craftworld Attribute: Ulthwe: Foresight of the Damned
+ HQ +
Farseer Skyrunner [7 PL, 140pts]: 2. Doom, 4. Executioner, Shuriken Pistol, Singing Spear, Twin Shuriken Catapult
Warlock Skyrunner [4 PL, 75pts]: 4. Protect/Jinx, Shuriken Pistol, Singing Spear, Twin Shuriken Catapult
Warlock Skyrunner [4 PL, 70pts]: 6. Empower/Enervate, Shuriken Pistol, Twin Shuriken Catapult, Witchblade
++ Battalion Detachment +5CP (Aeldari - Drukhari) [51 PL, 936pts] ++
+ No Force Org Slot +
Detachment Attribute: Kabal of the Black Heart
Gametype: Matched
+ HQ +
Archon [4 PL, 93pts]: Blaster, Huskblade, Labyrinthine Cunning, Warlord (Archon), Writ of the Living Muse
Drazhar [6 PL, 120pts]
+ Troops +
Kabalite Warriors [2 PL, 30pts]
. 4x Kabalite Warrior
. Sybarite: Splinter Rifle
Kabalite Warriors [2 PL, 30pts]
. 4x Kabalite Warrior
. Sybarite: Splinter Rifle
Kabalite Warriors [2 PL, 38pts]
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Shredder
. Sybarite: Splinter Rifle
+ Heavy Support +
Ravager [7 PL, 125pts]: Disintegrator cannon, Disintegrator cannon, Disintegrator cannon
Ravager [7 PL, 125pts]: Disintegrator cannon, Disintegrator cannon, Disintegrator cannon
Ravager [7 PL, 125pts]: Disintegrator cannon, Disintegrator cannon, Disintegrator cannon
+ Flyer +
Voidraven [9 PL, 165pts]: Two dark scythes, Voidraven Missiles
+ Dedicated Transport +
Raider [5 PL, 85pts]: Dark Lance
++ Battalion Detachment +5CP (Aeldari - Drukhari) [38 PL, 778pts] ++
+ No Force Org Slot +
Detachment Attribute: Kabal of the Flayed Skull
+ HQ +
Archon [4 PL, 93pts]: Blaster, Huskblade, The Djin Blade
Archon [4 PL, 96pts]: Blaster, Huskblade, Phantasm Grenade Launcher
+ Troops +
Kabalite Warriors [2 PL, 47pts]
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle
Kabalite Warriors [2 PL, 47pts]
. 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle
Kabalite Warriors [4 PL, 104pts]
. 6x Kabalite Warrior
. Kabalite warrior with Heavy Weapon: Splinter Cannon
. Kabalite Warrior with special weapon: Blaster
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle
+ Dedicated Transport +
Raider [5 PL, 83pts]: Disintegrator cannon, Phantasm Grenade Launcher
Raider [5 PL, 83pts]: Disintegrator cannon, Phantasm Grenade Launcher
Venom [4 PL, 75pts]: Splinter Cannon, Splinter Cannon
Venom [4 PL, 75pts]: Splinter Cannon, Splinter Cannon
Venom [4 PL, 75pts]: Splinter Cannon, Splinter Cannon
++ Total: [104 PL, 1999pts] ++
Created with BattleScribe ( https://battlescribe.net)
Flayed Skull gunboats are pretty self explanatory... i generally deploy them on one side of my line, against the back of the deployment zone, with the intent to maximize range from the enemies heavy weapons. The 10 man warrior unit embarks in a Raider, and one of the 5 man Blaster squads in the other raider with both Archons, to shield their august personages from ignoble death should the transport get shot from underneath them. This leaves 2 Raiders with 2 or 3 blaster shots each and a Dissie each, capable of hitting FLY key'ed enemies at +1 with Masters of Shadowed Sky.
The other blaster squad rides in a Venom, leaving one Venom empty as a free gunboat with 2 SC's.
The Black Heart Archon keeps the 5 man Warrior squad with a Shredder close to die in his stead getting out of his Raider, and Drazhar as his personal troubleshooter. He will spend most of the battle on foot running to keep up with the 3 ravagers, providing Living Muse re-rolls, but start in the Raider. for an extra bit of movement reach (jumping out 3 plus his 8.)
Depending on the enemy, I will either deploy the Ravagers in the back of the table and move them up to circle the disembarked Archon, or deploy them in Screaming Jets if facing Admech robots or the like.
The Craftworld psyker bikes stick near the center of anticipated enemy advance, or ready to move up behind my ravagers, casting Doom and then Jinx on whatever the biggest threat is. If I can pull off some Smites then thats great, but TBH its not really nescessary, as I can use the Voidraven to generate 7+ on one turn, and PGL's with Torment Grenades as well. These are how I anticipate dealing with Deathwatch Kill Teams with embedded storm shields/ Tzeentchian Daemon Princes, etc. Mostly, however, I have 3 Denies to counter the opponents plans. I ust can't give up an entire phase, and feel like the Helm will be on a character embarked in a transport, and thus useless. 3 psykers on bikes embedded across the army gives me a pretty legit chance to cancel Warp time, Hammerhand, Smite, Quicken, etc.
As I've alluded before, the deployment is usually very passive along the back of my table edge, attempting to minimize the impact of a ranged fire alpha strike. The large CP pool lets me have pretty free use of Agents of Vect and Lightning Fast Reactions. I am usually pretty liberal with the Bomber, positioning it on turn one to get its bombs off, hoping it will draw fire that would otherwise be direceted at the Ravagers/Raiders, and using LFR to give it a total -2 to hit, thus reducing the overall effectiveness of enemy shooting.
Once the enemy has committed a flank, I can use my speed and range to rapidly encircle and overpower it, while ensuring I minimize exposure to the remainder of their shooting.
Weapon breakdown:
AT:
1 dark lance
11 disintegrators
Mid range:
3 blasters (BS 2)
4 Blasters (BS 3)
2 Dark Scythes
AP:
7 Splinter Cannons
Splinter Rifles (bunches)
Twin Shuriken Cats (3)
1 Shredder
Smite (x3)
Close Combat:
3 Archons + Drazhar