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Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Ok, this is purely for fun and fluffy Apoc, so bear me with this. I made some inventory about my projects and tossed away some of them, but when I read from the Warhammer-Community about new Eldar, Ulthwe just strucked me. Year-and-half ago, I had Eldar project about Iyanden, but it was difficult to make a list that was competitive and appealing. So, let me sort this out a little bit;

Fluffy-side; I kinda like this Ulthwe-style, being masters of fate, that could fight alongside even with Orks to prevent bigger catastrophe to happen, such as Tyranid or Chaos incursion. For this list, I wanted to field a large Seer Council, and play with their psychic powers.

Theme-side; Black-and-bone colourscheme has always appealed to me (I collected Black Templars in 4th edition with their trait 6+ invu-save), so this is pretty much something similar. I added into list some Dark Reapers and Howling Banshees, because they look good with same colours. I'm still having trouble with Dire Avengers and Swooping Hawks to continue this colour scheme, so any advise is welcomed.

Game-deployment; first of all, games this size should be played with two tables (12' x 4'). The idea is to swamp the whole depo-zone with infantry, denying enemy deep strike, forming gunlines with Guardians and Avengers, while all shooty stuff stays behind them. Wraith-units and Banshees are striking fist with their Wave Serpent transports. Avatar, Eldrad, Seer Council, Autarch and Swooping Hawks deploy into middle of gunlines to provide buffs for Guardians. Jetbikes and Vypers sprint for objectives and firing positions.

Tactics; while in a gunline-mode, this list hopefully packs a punch in a firefight. Swooping Hawks wait for late-game objective grabbing. Warwalkers have a chance to deploy into flanks if necessary. As for the psychic powers, I have not decided them yet, so again, any suggestions are welcomed, as I'm still a newb with this Eldar-stuff .

Oh, and here's the list;

ELDAR ULTHWE SUPREME COMMAND DETACHMENT [1327]
-HQ- Eldrad Ulthran 150 {warlord, fate reader}
-HQ- Farseer (singing spear) 105
-HQ- Farseer (witch blade) 100
-HQ- Warlock Conclave (7, 3x singing spear, 4x witch blade) 225
-HQ- Warlock Conclave (7, 3x singing spear, 4x witch blade) 225
-LOW- Wraithknight (2x heavy wraithcannon, 2x scatterlaser) 522

ELDAR ULTHWE BRIGADE DETACHMENT [3365]
-HQ- Autarch Skyrunner (laserlance, twin-shuriken catapult) 108
-HQ- Farseer Skyrunner (singing spear, twin-shuriken catapult) 140
-HQ- Farseer Skyrunner (witch blade, twin-shuriken catapult) 135
-HQ- Warlock Skyrunner Conclave (4, 2x singing spear, 2x witch blade, 4x twin-shuriken catapult) 270
-HQ- Warlock Skyrunner Conclave (4, 2x singing spear, 2x witch blade, 4x twin-shuriken catapult) 270
-T- Dire Avengers (10, avenger shuriken catapults, exarch/shimmershield+powerglaive) 140
-T- Dire Avengers (10, avenger shuriken catapults, exarch/shimmershield+powerglaive) 140
-T- Dire Avengers (10, avenger shuriken catapults, exarch/shimmershield+powerglaive) 140
-T- Rangers (5, shuriken pistols, long rifles) 60
-T- Rangers (5, shuriken pistols, long rifles) 60
-T- Rangers (5, shuriken pistols, long rifles) 60
-E- Howling Banshees (10, shuriken pistols, powerswords, exarch/mirrorswords) 130
-E- Howling Banshees (10, shuriken pistols, powerswords, exarch/mirrorswords) 130
-E- Howling Banshees (10, shuriken pistols, powerswords, exarch/mirrorswords) 130
-FA- Shining Spears (6, laserlances, twin-shuriken catapults) 186
-FA- Windriders (6, scatterlasers) 168
-FA- Windriders (6, scatterlasers) 168
-HS- Fireprism (shuriken cannon, prism cannon) 165
-HS- Fireprism (shuriken cannon, prism cannon) 165
-HS- Fireprism (shuriken cannon, prism cannon) 165
-TP- Wave Serpent (shuriken cannon, twin-starcannon) 145
-TP- Wave Serpent (shuriken cannon, twin-starcannon) 145
-TP- Wave Serpent (shuriken cannon, twin-starcannon) 145

ELDAR ULTHWE BRIGADE DETACHMENT [4205]
-HQ- Autarch (swooping wings, powersword, fusionpistol) 98
-HQ- Avatar of Khaine 250
-HQ- Spirit Seer (witch staff) 45
-HQ- Spirit Seer (witch staff) 45
-T- Guardian Defenders (20, shuriken catapults, 2x aeldari missilelauncher) 220
-T- Guardian Defenders (20, shuriken catapults, 2x aeldari missilelauncher) 220
-T- Guardian Defenders (20, shuriken catapults, 2x bright lance) 210
-T- Guardian Defenders (20, shuriken catapults, 2x bright lance) 210
-T- Storm Guardians (24, shuriken pistols, chainswords, 2x fusiongun) 202
-T- Storm Guardians (24, shuriken pistols, chainswords, 2x fusiongun) 202
-E- Wraithblades (5, ghostaxes, forceshields) 225
-E- Wraithblades (5, ghostaxes, forceshields) 225
-E- Wraithguard (5, wraithcannons) 200
-E- Wraithguard (5, wraithcannons) 200
-FA- Swooping Hawks (10, lasblasters, exarch/hawk's talon) 133
-FA- Vyper (shuriken cannon, bright lance) 80
-FA- Vyper (shuriken cannon, bright lance) 80
-HS- Warwalker (2x scatterlaser) 70
-HS- Warwalker (2x scatterlaser) 70
-HS- Warwalker (2x scatterlaser) 70
-HS- Wraithlord (2x flamer, 2x scatterlaser, ghostglaive) 151
-HS- Wraithlord (2x flamer, 2x scatterlaser, ghostglaive) 151
-TP- Wave Serpent (shuriken cannon, twin-aeldari missilelauncher) 167
-TP- Wave Serpent (shuriken cannon, twin-aeldari missilelauncher) 167
-TP- Wave Serpent (shuriken cannon, twin-bright lance) 157
-TP- Wave Serpent (shuriken cannon, twin-bright lance) 157
-FLY- Hemlock Wraithfighter (2x heavy d-scythes) 200

ELDAR ULTHWE SPEARHEAD DETACHMENT [1096]
-HQ- Maugan Ra 140
-HS- Dark Reapers (5, reaperlaunchers, exarch/aeldari missilelauncher) 138
-HS- Dark Reapers (5, reaperlaunchers, exarch/aeldari missilelauncher) 138
-HS- Support Weapons (3, 3x d-cannon) 225
-HS- Support Weapons (3, 3x shadow weaver) 165
-HS- Nightspinner (shuriken cannon, doomweaver) 145
-HS- Nightspinner (shuriken cannon, doomweaver) 145

TOTAL 9993 points and 20 command points


Automatically Appended Next Post:
Hey, I made some calculations about stratagems, these could be useful for any Eldar commander, so let me know what you think.

TIER 1 STRATAGEMS
Discipline of Black Guardians (1cp) this is priority stratagem, boosting squad's at-power or wiping out alpha-striking hordes, use every turn
Celestial Shield (1cp) this is also priority stratagem, use every turn to buff survival, or at late-game avoiding being tabled
Seer Council (1cp) this is major stratagem, used to provide psychic powers to destroy enemies or cast bonus on Guardians
Webway Strike (1/3cp) this is almost mandatory when opponent has shooty stuff that you want to engage with Storm Guardians
Tears of Isha (2cp) this stratagem is useful to keep wraith-units in battle, making them very durable with Ulthwe-trait

TIER 2 STRATAGEMS
Forewarned (2cp) situational, but useful when enemy tries to alpha-strike your Guardians
Unparalleled Mastery (1cp) useful for popping out extra smite
Fire and Fade (1cp) as always, speed is the key, this helps your squads keeping mobile
Vaul's Might (1cp) almost makes it to tier1, but support weapons are rarely used, anyways useful, use every time when possible
The Avatar Resurgent (3cp) almost mandatory when fielding Avatar, but needs to make sure that Avatar makes into close combat

TIER 3 STRATAGEMS
Supreme Disdain (1cp) if Eldar units ever make it into close combat, this is useful to add the odds on your side
Matchless Agility (1cp) very situational, but makes movement guaranteed and precise, if needed
Concordance of Power (1cp) also very situational, as Runes of Battles have already decent range, but could be needed some times
Linked Fire (1cp) again very situational, but could be handy when dealing with heavy armour such as Knights
Starhawk Missile (1cp) only used when opponent has flyers around, but could be needed

This message was edited 1 time. Last update was at 2017/11/18 10:33:51


Wh40k, necromunda, Mordheim 
   
Made in us
Fixture of Dakka





Los Angeles

2 tables are not enough. If two 2k armies fit and fight on one 6x4' table, having 5 times the army
... I would at least play on 4 full tables, if not 6. Maybe in an 'L' configuration?

As far as army composition, 10k pretty much has every Craftworld model on the table, so I dunno as there's anything left to critique.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Thanks for response. I think of myself firstly as a collector, secondly as a gamer. And the ultimate plan here is to collect an army big enough for apocalypse games, and secondly use that collection in casual games. I might be able to get a gaming board 18' x 4' but not bigger, so hopefully if both players have reserved units, that should be enough. I am considering about playing apocalypse games with deployment zone in the short edge (I dont have the rulebook now so I dont know the type of deployment). That way theres a lot more space for deploying forces.

Wh40k, necromunda, Mordheim 
   
Made in us
Fixture of Dakka





Los Angeles

A couple things:
IIRC, it was 3k each, 4 players. We had a "U" configuration of 4 tables, 3x6'. Playing from 10 to 6 ish, we managed 3 turns.

So, plan on having a 10k game happen over 3 days or longer.

The 'short edge' deployment, called Hammer and Anvil, *still* won't leave enough room for that amount. Especially if your opponent is playing guard.

This message was edited 1 time. Last update was at 2017/11/19 15:52:40


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Screaming Shining Spear





USA

To really speed up the apoc games try this

Still have 10k in units but start with like 500 or 1k detatchment as a scouting force each side.

This prevents 1st turn overload on your army.

Then each turn after have a random or predetermined detachment enter as reserves.


I like this:

500 scouting detachment to start
1000 outrider detachment 2nd turn
2000 normal detachment 3rd turn Flyers are available from this point on
1500 detachment 4th turn
3000 points on turn 5 Lord of War detachments are available now
2000 points on turn 6

You should get 10 turns in a nice 8 or so hour game.

Yes you are playing 10k points but not all at the same time.
No one side has an advantage over the other due to 1st turn
The tides of battle will swing with reinforcements
It plays out more like how a normal battle with probing forces and reaction and counter offensives/defensive units work in an engagement


have fun


 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Ooh, thank you so much, that is very good idea. I was planning to set a game start 9am with deployment ( both players bet amount of time max 30 min, with lowest score to deploy first and having first turn). Hopefully, theres enough time for 6 turns, although it really could take a weekend to play. I already have an imperial army 13000 points, but I never have played games this size. My biggest apocalypse game was 4000 that took the time of a casual game.


Automatically Appended Next Post:
 admironheart wrote:

I like this:

500 scouting detachment to start
1000 outrider detachment 2nd turn
2000 normal detachment 3rd turn Flyers are available from this point on
1500 detachment 4th turn
3000 points on turn 5 Lord of War detachments are available now
2000 points on turn 6


Hey there, I tweaked those points a little bit, let me know what you think. Also, if the army is built as in my list (providing those cp), and separately divided into these sections for a game play, this is really exciting.

forward force 1500 (representing forward gunlines or scouts)
Air support 1000 (representing bombing raids and fast response units, flyers allowed)
main force 3000 (big part of the army, I wanted a little more hassle into early-game)
annihilation force 3000 (second part of the army, lords of war allowed)
flanking force 500 (representing enemy harrassing supply lines, or just a flanking force. These could deploy into any table edge)
reserve force 1000 (final part of the army, ready to conquer and avoiding being tabled)

This message was edited 1 time. Last update was at 2017/11/19 12:04:09


Wh40k, necromunda, Mordheim 
   
Made in us
Screaming Shining Spear





USA

I would swap the flanking force with the annihilation force so that you don't get bogged down with too much on the table at a time

Or make it random like we do.. Some turns are set but the middle turns are UP TO 500, 1000, 1500, 2000 or 2500 and the last turn is to bring in everything that did not show up prior

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
 
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