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Made in us
Moustache-twirling Princeps





PDX

Ulthwe Battalion 3CP

HQ:
Eldrad
Guide, Fortune, Doom
Fate Reader
[150]

Warlock
Conceal/Reveal
[35]

Troops:
(20) Guardian Defenders (Webway)
2x Shuriken Cannons
[190]

(10) Guardian Defenders
Starcannon
[100]

(10) Guardian Defenders
Starcannon
[100]

[575]

Alaitoc Battalion 3CP

HQ:
Spiritseer
Quicken/Restrain, Shiftshroud
[45]

Autarch
Banshee Mask, Reaper Launcher, Warp Jump Generator
[95]

Elites:
(10) Shadow Spectres (Webway)
Exarch
[234]

Troops:
(5) Rangers
[60]

(5) Rangers
[60]

(5) Rangers
[60]

Fast Attack:
(4) Shining Spears
Star Lance
[126]

Heavy:
(8) Dark Reapers
[216]

Dedicated:
Wave Serpent
Twin Shuriken Cannon, Shuriken Cannon
Spirit Stones
[144]

Flyer:
Crimson Hunter Exarch
Pulse Laser, 2x Bright Lances
[175]

Hemlock
Spirit Stones, Jinx
[210]

[1425]

[2000]

Straight-forward. Guardian bomb and Specters drop in T1, ideally putting a lot of hurt on infantry units/screens. Potential for Quicken on the Specters for the flamer shots. All the Rangers infiltrate. Autarch can deploy via WJG near the Reapers for the re-rolls, but it isn't vital for him to drop in (just a way to not have to deploy a unit to force my opponent to guess where I am going to be). The Reapers are in the Serpent and jump out T1 and unleash. Starcannon Guardians camp objectives. CHE pops tanks. Hemlock puts down pain. Shining Spears are a scalpel unit. I point them at stuff and hope they wreck.

Thoughts? Ideas?

   
Made in de
Fresh-Faced New User




Just a quick question: does the WJG on the Autarch really allow him to deep strike? I can't see, that he got a rule like the Warp Spiders in the Index.

This message was edited 1 time. Last update was at 2017/11/21 23:03:49


 
   
Made in au
Regular Dakkanaut




Looks pretty decent.

A few little points.

Not sure on guardians as objective campers. Especially with starcannons. Str 6 isn’t a great spot to be in for 8th ed. Could you up one to bright lance and drop one to shuriken cannon maybe?

Also interacts better with the wave serpent. If you switch a guardian unit with shuriken cannon with one of the ranger units you can have them load into the wave serpent and run around once it unloads the reapers. Makes that a bigger threat rather than an annoyance. Also as alaitoc you would be better with vectored engines over spirit stones imo.

Spectres are great. Can do without the exarch if you need the points elsewhere. Or drop it to a unit of 9. I’d rather 9 and 9 spectres and reapers than 10 and 8. But again it’s points.

Speaking of reapers. Consider the tempest. Gives a nice little horde killing option.

Crimson hunter exarch is great. But The crimson hunter is still solid if you need the points elsewhere.

As I said just minor tweaks for consideration in tuning the force. The core of it is super solid with most of the best tools available to eldar (wraithguard being the only one missing).

Interested to see what your results are like with the guardians out of webway. They are probably my next thing to try.
   
Made in us
Moustache-twirling Princeps





PDX

Eldarion wrote:Just a quick question: does the WJG on the Autarch really allow him to deep strike? I can't see, that he got a rule like the Warp Spiders in the Index.


I am pretty sure the flow chart said use the most recent incarnation of the rules for wargear, thus Codex.

Wyldcarde wrote:Looks pretty decent.

A few little points.

Not sure on guardians as objective campers. Especially with starcannons. Str 6 isn’t a great spot to be in for 8th ed. Could you up one to bright lance and drop one to shuriken cannon maybe?

Also interacts better with the wave serpent. If you switch a guardian unit with shuriken cannon with one of the ranger units you can have them load into the wave serpent and run around once it unloads the reapers. Makes that a bigger threat rather than an annoyance. Also as alaitoc you would be better with vectored engines over spirit stones imo.

Spectres are great. Can do without the exarch if you need the points elsewhere. Or drop it to a unit of 9. I’d rather 9 and 9 spectres and reapers than 10 and 8. But again it’s points.

Speaking of reapers. Consider the tempest. Gives a nice little horde killing option.

Crimson hunter exarch is great. But The crimson hunter is still solid if you need the points elsewhere.

As I said just minor tweaks for consideration in tuning the force. The core of it is super solid with most of the best tools available to eldar (wraithguard being the only one missing).

Interested to see what your results are like with the guardians out of webway. They are probably my next thing to try.


Huh. The camping Guardians were my least favorite part of the list and the one thing struggled with when it came to size/gear. I am tempted to tweak that to be something else.

The rest is all good advice and stuff I had labored over when kicking around the list, honestly. The list is a lot of compromises to ensure it has the best stuff, but that is the best kind of compromise.

My thought on the Spirit Stones was purely defensive T1. Getting a 16% chance to stop a wound in the case of an alpha strike. While VE makes sense over the course of the game overall, because the extra -1 to-hit is quite good, though it does reduce the shooting efficiency.

I'll probably see how my meta shakes out with alpha strikes and whatnot before I commit. Thankfully, it isn't a cosmetic change, so I won't have to sweat modelling it one way or the other.

EDIT:

With all those suggestions in mind, drew up a list dropping the Guardians for WG just because I own them and figured it would be interesting to see them rushing the field.

Ulthwe Supreme Command 1CP

HQ:
Eldrad
Guide, Fortune, Doom
Fate Reader
[150]

Warlock
Conceal/Reveal
[35]

Warlock
Enhance/Drain
[35]

Elites:
(5) Wraithguard
D-Scythes
[225]

Dedicated:
Wave Serpent
Twin Shuriken Cannon, Shuriken Cannon
Vectored Engines
[144]

[589]

Alaitoc Battalion 3CP

HQ:
Autarch Skyrunner
Banshee Mask, Reaper Launcher, Laser Lance
[130]

Autarch
Banshee Mask, Reaper Launcher
[87]

Spiritseer
Quicken/Restrain
Shiftshroud
[45]

Elites:
(9) Shadow Spectres (Webway)
[207]

Troops:
(5) Rangers
[60]

(5) Rangers
[60]

(5) Rangers
[60]

Fast Attack:
(4) Shining Spears
Star Lance
[126]

Heavy:
(9) Dark Reapers (Webway Optional)
Tempest
[248]

Flyer:
Crimson Hunter Exarch
Pulse Laser, 2x Bright Lances
[175]

Hemlock
Spirit Stones, Jinx
[210]

[1408]

[1997]

Now there is an Autarch Skyrunner who can charge in ahead of the Spears to deny Overwatches and give them re-rolls on 1's. That is a major force multiplier on top of the whole "lol Reaper Launcher!" aspect. A lot of the core of the list stayed the same, but I had to drop the Serpent Bunker for the Reapers. If I feel like an alpha strike on them is likely, I can toss them in the Webway, or Phantasm them behind terrain. The list has a whole lot of tools, which I think gives it some solid punch. I think it will struggle with dedicated horde armies though, like Orks or Nids.

This message was edited 1 time. Last update was at 2017/11/22 13:27:01


   
Made in de
Fresh-Faced New User




 em_en_oh_pee wrote:
Eldarion wrote:Just a quick question: does the WJG on the Autarch really allow him to deep strike? I can't see, that he got a rule like the Warp Spiders in the Index.


I am pretty sure the flow chart said use the most recent incarnation of the rules for wargear, thus Codex.


The problem is: The rules for the WJG stay the same: You can declare in the movement phase, that you are using it and then you get 4d6 movement and fly etc. The ability to deep strike is called "Warp Strike" and it is only mentioned in the Warp Spider datasheet. When my understanding of the flow chart is correct, then you use the datasheet for the Autrach with Warp Jump Generator from the Index (because there is no datasheet in the Codex) but use all rules in the Codex (and points costs) for the wargear (like for example the change to Banshee Mask from "You fight first" to "Your opponent can't shoot Overwatch").

The Autarch with WJG couldn't deep strike in the Index and can't do it now in the codex . You need to take Swooping Hawk Wings to enable that .

EDIT:

With your new list and the Dark Reaper vs alpha strike problem: You could change the D-Scythes on the WG to Cannons and let them deep strike. They will be a pain for your opponent and can wreck some havoc. Also you could deep strike your Repears too (no minus to hit) and exchange the Wave Serpent for a more anti-horde option (like War Walker with Scatterlaser for example)

This message was edited 1 time. Last update was at 2017/11/22 13:35:29


 
   
Made in us
Moustache-twirling Princeps





PDX

Eldarion wrote:
 em_en_oh_pee wrote:
Eldarion wrote:Just a quick question: does the WJG on the Autarch really allow him to deep strike? I can't see, that he got a rule like the Warp Spiders in the Index.


I am pretty sure the flow chart said use the most recent incarnation of the rules for wargear, thus Codex.


The problem is: The rules for the WJG stay the same: You can declare in the movement phase, that you are using it and then you get 4d6 movement and fly etc. The ability to deep strike is called "Warp Strike" and it is only mentioned in the Warp Spider datasheet. When my understanding of the flow chart is correct, then you use the datasheet for the Autrach with Warp Jump Generator from the Index (because there is no datasheet in the Codex) but use all rules in the Codex (and points costs) for the wargear (like for example the change to Banshee Mask from "You fight first" to "Your opponent can't shoot Overwatch").

The Autarch with WJG couldn't deep strike in the Index and can't do it now in the codex . You need to take Swooping Hawk Wings to enable that .


Just a 12pt difference and I could just drop the Starcannons to Shuriken Cannons to fit it easy enough.

That being said, probably going bare-bones with the Autarch at this point, because I don't own a model to mod with the Wings.

   
Made in us
Agile Revenant Titan




Florida

I have not needed to advance a Wave Serpent yet in any game, so it seems to be a big penalty for shooting. I get Wraithguard into place on turn 2 every time without advancing if that is my strategy.

With the extra points, I would swap out a Warlock for a Spirit Seer. Worst case it gives another Smite and you won't risk losing the model to a failed Perils of the Warp (that happens to me nearly every game).

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Moustache-twirling Princeps





PDX

Updated for Chapter Approved:

Ulthwe Supreme Command 1CP

HQ:
Eldrad
Guide, Fortune, Doom
Fate Reader
[150]

Warlock
Conceal/Reveal
[35]

Spiritseer
Enhance/Drain
[45]

Elites:
(5) Wraithguard
D-Scythes
[225]

Dedicated:
Wave Serpent
Twin Shuriken Cannon, Shuriken Cannon
Vectored Engines
[144]

[599]

Alaitoc Battalion 3CP

HQ:
Autarch
Banshee Mask, Reaper Launcher
[87]

Spiritseer
Quicken/Restrain
Shiftshroud
[45]

Elites:
(10) Shadow Spectres (Webway)
[330]

Troops:
(5) Rangers
[60]

(5) Rangers
[60]

(5) Rangers
[60]

Fast Attack:
(4) Shining Spears
Star Lance
[126]

Heavy:
(9) Dark Reapers
Tempest
[248]

Flyer:
Crimson Hunter Exarch
Pulse Laser, 2x Bright Lances
[175]

Hemlock
Spirit Stones, Jinx
[210]

[1401]

[2000]

Ugh. Losing that Autarch Skyrunner is annoying, but that is the price we pay. At least I can still use just about everything in my prior list.

   
Made in gb
Regular Dakkanaut




A few pointers (as you mentioned in my list thread, this is very similar to my list)

1. You need to pay the extra points for the Autarchs Force Shield (as per Chapter Approved)
2. With the Autarch baby sitting the Repears, you have limited worthwhile targets for Guide. I would suggest switching that spell for Executioner, which you will definitely get mileage out of.
3. Enhance/Drain on your Spirit Seer, although decent, I think Lrotect/Jinx will prove more valuable across multiple units. I get you will Smite at times, just would suggest having the most applicable spells on your guys.
4. Quicken is probably going to be your most important spell outside of Doom. That being the case, I would recommend you switch your Warlocks over so the Warlock in Eldrads detachment can use Seer Council Stratagem to get the +1 to cast Quicken. Excellent for your Webway Strike and keeping your Shining Spears where they need to be and charging from anywhere!

Good luck!
   
Made in us
Moustache-twirling Princeps





PDX

Drake003 wrote:
A few pointers (as you mentioned in my list thread, this is very similar to my list)

1. You need to pay the extra points for the Autarchs Force Shield (as per Chapter Approved)
2. With the Autarch baby sitting the Repears, you have limited worthwhile targets for Guide. I would suggest switching that spell for Executioner, which you will definitely get mileage out of.
3. Enhance/Drain on your Spirit Seer, although decent, I think Lrotect/Jinx will prove more valuable across multiple units. I get you will Smite at times, just would suggest having the most applicable spells on your guys.
4. Quicken is probably going to be your most important spell outside of Doom. That being the case, I would recommend you switch your Warlocks over so the Warlock in Eldrads detachment can use Seer Council Stratagem to get the +1 to cast Quicken. Excellent for your Webway Strike and keeping your Shining Spears where they need to be and charging from anywhere!

Good luck!


1) Darn. I forgot about the Force Shield. The rules being spread across three sources plus FAQs is... tedious. Thanks for mentioning it.
2) Guide is for the Specters and Wraithguard, but I can always just choose Executioner if I need be.
3) Good call on the Protect/Jinx.
4) Probably not hinging much on Quicken, honestly. Though that switch won't be an issue on the few occasions it is a must-cast.

   
 
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