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![[Post New]](/s/i/i.gif) 2006/11/17 06:51:20
Subject: New 1850 Ulthwe Eldar list
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Blood-Drenched Death Company Marine
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Here's the list, comments welcome. I'll post more below. *Note* I am using the new codex, and field the gaurdians as the now standard BS:3 version, not the old BS:4 Black Gaurdians. *Note* It's something of a themed army list I'm working on that is both fluffy, and hopefully effective. ------------------------------------------------------------------------------ Eldar List: Elearon's Blade = 1848 pts. (Ulthwe Paintscheme) HQ: Farseer- Elearon Truthseer = 145 Pts. Witchblade, Shuriken Pistol, Rune Armor, Ghosthelm, Spirit Stones & Runes of Warding. Powers: Doom & Fortune HQ: Autarch- Prince Karrath or Ulthwe': = 115 Pts. Plasma & Haywire Grenades, ForceShield, Warp Jump Generator, Power Weapon & Fusion Gun. Troops: "Black Gaurdians" of Ulthwe = 143 Pts. 11x Black Gaurdians w/ Shuriken catapults. 1x Scatterlaser heavy weapon platform. 1x Warlock w/ Witchblade, Shuriken Pistol, Rune Armor & Conceal. Troops: Black Gaurdians of Ulthwe = 136 Pts. 11x Black Gaurdians w/ Shuriken catapults. 1x Shuriken Cannon heavy weapon platform. 1x Warlock w/ singing spear, Rune Armor & Conceal. -Wave Serpent Transport Tank = 155 Pts. Spirit Stones, Vectored Engines, Star Engines, Twinlinked Shuriken Cannons & Hull Mounted Shuriken Cannon Troops: Dire Avengers = 167 Pts. 9x Dire Avengers w/ Avenger Catapults. 1x Dire Avenger Exarch w/ two avenger catapults, Defend, & Bladestorm. -Wave Serpent Transport Tank = 155 Pts. Spirit Stones, Vectored Engines, Star Engines, Twinlinked Shuriken Cannons & Hull Mounted Shuriken Cannon. Fast Attack: Warp Spiders = 262 9x Warp Spiders w/ Death Spinners 1x Warp Spider Exarch w/ Dual Death Spinners, Suprise Assault & Withdraw. Heavy Support: Support Weapon Battery = 190 Pts. 3x Support Weapon Batteries w/ Vibro Cannons 6x Guardian Crew. 1x Warlock w/ Shuriken Pistol, Witchblade, & Conceal. Heavy Support: Fire Prism = 190 Pts. Spirit Stones, Vectored Engines, Holofields, Hull Mounted Shuriken Cannon & Prism Cannon Heavy Support: Fire Prism = 190 Pts. Spirit Stones, Vectored Engines, Holofields, Hull Mounted Shuriken Cannon & Prism Cannon --------------------------------------------------------------------------------------------------------------- Thats the list. I've been playtesting lately and have found that mobility is a boon to my list when I can fit it in. My plan is this. I fly the wave-serpents up 36" turn 1 w/ their star engines, making it nigh-impossible to pop them unless someone rolls a glancing 6 thanks to vectored engines. This will happen on occation I'm sure, but statistically it won't happen very often, and will almost never happen to both tanks. My opponent now has two skimmer tanks in his face capable of laying down 12 ST:6 shots next turn, half of which are twinlinked. Not to mention the models INSIDE the tanks waiting to hop out before the tanks move, and manuver to kill the hell out of anything in range. What this means in my opponent has a lot of impending dakka on turn two, with both the wave serpents dropping their squads before they move, and proceeding to shoot at anything if they're not crew-shaken. Also the warp spiders *should* arrive on the first roll with the autarch in play. I'm hoping to force my opponent to focus on one aspect of my army, leaving the rest free to wreak utter havoc with their weaponry. The support weapon battery is to combat the rather cheesy tactic that one particular iron warriors player enjoys doing. He places his basilisk on the table, and puts a pair of front AV:14 tanks infront of it, making it damn near impossible to draw LOS to the bassy. He preforms a similar tactic with his armored Black Templars (Yes, you heard that right, there's almost as much armor in the list as acutual models). Two dreads, two pred destructors w/ lascannon sponsons, one vindicator, two Landspeeder tornados, and a landraider crusader as a 'troop transport' that can still hold quarters. His infantry consists of two 5 man black templar squads with a heavy weapon, and one moderately sized (9 to 10 man strong) squad in the land raider, armed for H2H, with at least two powerfists in it, led by a chaplain and the Emperor's champion. Suffice to say I don't generally enjoy playing this list. It's very shooty, and difficult to defeat because of the landraider based delivery of his large countercharge unit that is quite heinous, backed up by a large ammount of both anti-tank and anti-infantry weaponry. Many of the other local players have multiple tanks in their army lists, so the more I look at it By using the support weapons, I can keep them behind cover, and hopefully inflict anywhere from one to three glancing hits on the majority of my opponents tanks in one shot. That's the theory anyway. In any event, critiques would be welcomed. Thanks in advance. Take it easy. -Red__Thirst-
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You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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![[Post New]](/s/i/i.gif) 2006/11/17 09:28:41
Subject: RE: New 1850 Ulthwe Eldar list
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Nurgle Chosen Marine on a Palanquin
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two questions since you don't have any h2h.... and I don't see much ap2 weaponry... my big question is what do you do about deathwing armies? The other big question is similiar, since i don't see much high stregnth ap2 weaponry what do you do about godzilla ttyranids, 3 gunfexes and a flying hive tyrant appear to be entirely too much t6 2+ armor saves that your current list can't deal with.
Also if its a themed fluffly list where's the seer council, and why are you running dire avengers and warpspiders those are "aspect warrriors"
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![[Post New]](/s/i/i.gif) 2006/11/17 11:57:07
Subject: RE: New 1850 Ulthwe Eldar list
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Blood-Drenched Death Company Marine
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The "seer council" is too expensive, and just isn't working for me now. I've been playtesting the new version of the seer council under the new codex, consisting of a farseer and five to six warlocks (Usually 5).
You want to know what happens to those warlocks & farseer? They get killed every single game, even with the reroll on their saves. They're a close-combat element tring to make it in a shooty list (I play shooty eldar incase it wasn't already obvious) the only offensive power they have avaliable is destructor, which is awesome in it's own right, but only useful in close-range. I'd rather save my points to put more mid-to-long range guns in my list. For example, for the ammount of points I was spending on warlocks in my typical new codex eldar list, I was able to buy a full 3 gun battery of Vibrocannons, which IMO look to be far more effective vs. most everything I could run across, as well as having a far greater effective range, and ability to completely bypass terrain to boot! By culling a few more points from other units, I was able to buy a warlock for the squad as well, giving them some hope of survival vs. deepstriking/landing squads or drop-podding marine squads, as well as indirect firepower from basiliks, and whirlwinds.
Also, I think you've been mis-informed about Ulthwe and the use of aspect warriors. Ulthwe has aspect warriors, of all types acutually, they're just less common in Ulthwe' than any other craftworld because of the 'path of the seer' being the most followed of all the warriors. Rather than being mustered when needed, Ulthwe holds a standing army of gaurdians at all times to fight for the craftworld, aided by the comparatively small number of aspect warriors in the craftworld. Hence the old rule that stipulated you could only have one squad of aspect warriors for every squad of gaurdians you fielded. Without meaning to, I managed to acutually adhere to this rule even under the new rules that don't require it be followed. As you can see, I have more gaurdians combined than all other model types combined (11+11+6) = 28 gaurdians; (10+10+3+2) = 25 other infantry models. In this respect I feel the list is fluffy.
My army general is a seer, and I have every squad that can be led by a warlock acutually led by a warlock. Since I don't *have* to run the seer council anymore, I'm trying my hand at running a list that can spend points I normally spent on a seer council on other units that focus on shooting and bringing a great deal of firepower to bear. Sure there isn't a 'seer council' but does there really need to be one now? In my recent experience with the new codex all a Seer council does is give VP's to my opponent.
As for dealing w/ Terminator armored models and reletive lack of AP 2 weaponry, Both fireprisms can throw a small template @ AP2, and combine their beams to throw a big AP3 template. As for deathwing/lysandler deepstriking armies, I hope to be able to inflict enough wounds so that even with 2+ saves, they fail enough of them to bring a squad down. Warp Spiders dropping 22 dice, majority hitting on 3's and wounding on 2's with rerolls from doom, Dire Avengers dropping 32 dice, once again hitting on 3's but wounding on 4's, with rerolls from doom. Plus the support weapons inflicting D6 wounds per cannon that hits with pinning to boot. Sure I might not be ignoring saves with a lot of my firepower, but I'm generating so much firepower that I hope to make up for he high AP by forcing so many saves my opponent fails enough to make it count.
Regarding the 'Zilla-bug army, I can drop doom off my farseer and plug mind-war in instead. Mindwar will kill big bugs dead in many cases when backed up by the Eldar's big-guns. Also, big bug armies are notoriously slow for the most part, so all I have to do is utilize my mobility and kill any flying/fast bugs, then just stay out of their range while I punch holes in them from afar. Gunfexes go down from massed fire just like a terminator squad. Warp Spiders are really handy in this aspect. They can generally inflict a good four to seven wounds average a turn, moving up, shooting, and jumping away from the dakkafex. None of the 'fexes weaponry ignore 3+ armor saves, so even if my spiders get exposed to fire I'll get a chance at saving them. Also, even if the 'fex gets them in combat, they can jump out after combat is resolved, allowing me to focus all fire on one 'fex untill it's dead, then moving on to the next one.
Obviously I'm going to playtest the list, but you have raised a point I'll be looking at regarding the 2+ saves. Have you any suggestions pertaining to dealing with those 2+ saves? Would you drop/add anything Sazzlefratz?
Thanks for the critique, I appreciate the thoughts. Hopefully I was able to articulate the reasoning behind my thought processes for the list. Please keep any suggestions coming everyone.
More thoughts, please. The only way I'll improve the list is through discussion while I get the bits I need to finish the list and start acutual playtesting.
Take it easy everyone, thanks.
-RT-
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You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed. |
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