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Made in se
Defending Guardian Defender




Modified my old list. Please help me optimize. (Playing Ulthwe so don’t tell me to simply exchange guardians for DA, cause I won’t). THX in advance.

1500 p.

Seer council:
Farseer with fortune (uses on council every turn)
6 warlocks
Embolden, Enchance, 2 x Destructor

Scoring Unit:
Farseer with spirit stones, Guide and doom, singing spear
Warlock with embolden, singing spear
18 Guardian defenders, shuriken cannon platform

Scoring Unit:
5 Pathfinders

Scoring Unit:
3 Guardian jetbikes

7 Harlequins with kisses
1 shadowseer

Fire Prism

Fire Prism

5 Fire dragons in wave serpent with vectored engines and tl shurucen cannons.

2 war walkers with EML and Scatterlasers



 
   
Made in us
Scuttling Genestealer





I use DA rules with my guardians, since Ulthwe is just better like that. (I want my BS4 back now!)

You may want to double up on the embolden and enhance, just to make sure you don't lose your tasty bonuses.

This message was edited 1 time. Last update was at 2008/07/31 02:52:10


"In Tyranid Russia, crabs get you!" - JOHIRA

Fac et Spera 
   
Made in us
Stalwart Ultramarine Tactical Marine






Seattle, WA

If you support the fluff of Ulthwe enough to exclude dire avengers why not use Elrad? He can support your army much better than a normal farseer could. Other than that I don't see anything wrong with your list.
   
Made in au
Longtime Dakkanaut






Springhurst, VIC, Australia

i play Ulthwe and i believe that you should drop the war walkers and pick up some storm guardians

DC:90+S++G++MB+I+Pw40k98-ID++A++/hWD284R++T(T)DM+

Squigy's Gallery, come have a look
 
   
Made in se
Defending Guardian Defender




I can see how eldrad would be more effective, problem is I then have to skip 120 p of other units. Any suggestions?

Skipping warwalkers for stormguardians sounds to me just plain out stupid, but then again I might be missing something so please explain why. The warwalkers are a combination of anti-light tanks and anti-horde. Putting stormguardians agains for example slugga boys will get your guardians raped every time according to my experiance.

Thanks for the comments and please rain more.

 
   
Made in us
Blood Angel Neophyte Undergoing Surgeries






Dajje wrote:Skipping warwalkers for stormguardians sounds to me just plain out stupid


10 Storm Guardians with 2 Flamers and Destructor-lock is a pretty effective anti-infantry build. 2 Flamers and 1 Heavy Flamer can really put the hurt on hordes and the Flamers really negate the Guardians low (for Eldar) BS. The whole bunch of Shuriken pistols is just a bonus. IMHO, more effective when in a Wave Serpent.

But I agree, flanking War Walkers are really good.

For the Farseer scoring unit, be sure to allocate hits to the Farseer and Warlock all the time, especially the Farseer because he can soak up some with his multiple wounds and invuln save. Just don't want to end up with dead Guardians and Warlock with just the Farseer running around since he won't be scoring.

I would also make the 2 Warwalkers different (1 with 2 ML and other with 2 SL) so you can use wound allocation (hit allocation) to your advantage since they are in a squadron. Sometimes you might want to keep the MLs, sometimes the SLs and you can double up on the one you won't need as much, depending on the opponent.

I might be inclined to trade one Fire Prism (or get rid of the WWs if you go that way) for a Falcon, and reducing the Harlequins so they fit inside. Then you can put the fast-moving Fire Dragons with the Harlequins and you'll have a hard hitting shooting unit backed up with a hard hitting assault unit and a small Troops (the jetbikes) to go capture objectives. I think FDs+Harlies will work well together, but not if the Harlequin are running across the board to catch up.

This message was edited 1 time. Last update was at 2008/08/01 00:41:56


Jim
Fire Hawks, Pre-Heresy Luna Wolves Orks
Rook End | Fly Lords | real genius
DQ:70S+G++M+++B+++I+++Pw40k91++D+++A+++/wWD169R+++T(M)DM++ 
   
Made in se
Defending Guardian Defender




Thanks for the tip.

Anyone got any idea of how to best expand to 1750 or 2000 p?

 
   
Made in us
Executing Exarch





Los Angeles

realgenius wrote:But I agree, flanking War Walkers are really good.


I disagree...sort of. While war walkers are on my MVP list right up there with the dark reaper exarch, flanking is a very poor choice of moves for them. First of all, it means that they are not on the board on turn 1, which is a lot like having your entire squad stunned for the first turn (and possibly several turns after that depending on how your reserve rolls go). The reason for this line of thinking is that any good weapon you put on war walkers has at least 36" range, which means they will be in range on the first turn...always. The second thing is that war walkers are fairly frail and as such, you want to keep them as far away from enemy fire as possible while still remaining effective. This generally means you need to stick in the 25-36 range from your opponent, the farther back, the better. This seriously limits the number of weapons the enemy can get in range to shoot at your walkers and thus the damage they end up taking. If you use the flank march, you come in on a board edge that may or may not be the one you want and even if it is, there’s a very high chance that you'll be closer than 25" away from your opponent (giving him a much better chance of killing you). So while I highly encourage the use of war walkers, I highly discourage the use of the flank march for them.

While we are on the topic of war walkers, lets talk about weapons for them. The scatter laser is a great choice because its high volume of fire, str 6, and inexpensive. The only other choice worth taking is the missile launcher. It has reasonable anti tank ability and great anti infantry ability. Funny enough though if you look at the various roles the two weapons can play, you might be surprised at how they compare. Missile launchers come out to be the same against troops if you assume you hit 3.3 guys on average (a few more when you hit and a few less when you scatter). If you are hitting less than that, the scatter laser would do a better job since it wounds on 2+ against most infantry rather than the 4+ of the missile launcher. If you are hitting more than 3.3 on average, then the missile launcher comes out ahead of the scatter laser in effectiveness. Against vehicles, it’s a whole different story. Here’s the math hammer on the average number of damaging hits and destroyed results for various armor values. These numbers are for 1 weapon shooting at BS3.

AV 10
Missile launcher => .42 damaging hits and .11 destroyed results.
Scatter laser => 1 damaging hits and .22 destroyed results.

AV 11
Missile launcher => .33 damaging hits and .08 destroyed results.
Scatter laser => .66 damaging hits and .11 destroyed results.

AV12
Missile launcher => .25 damaging hits and .06 destroyed results.
Scatter laser => .33 damaging hits and .0 destroyed results.

So over all, the scatter laser is better for taking out AV 10 or 11 vehicles and still causes more damage to AV 12 vehicles even though due to the fact that it can only glance, it won’t really kill on any time soon (although it will cause .06 weapon destroyed results and .06 immobilized results so those could eventually be stacked up to destroy the vehicle). Actually, now that I think about it, lets see which would kill a 3 gunned av 12 tank first…looks like 18 missile launchers vs 36 scatter lasers. This goes down to 27 if the target only has 2 guns. Either way, the missile launcher is superior in this respect as it is with dealing with AV 13 which the scatter lasers can’t touch. In general though, for walkers I would suggest sticking with all of one weapon or the other. This prevents you from using them in situations where one or the other weapon is less than optimal.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
 
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