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Made in ca
Horrific Howling Banshee



Barrie, ON

So here is my first list I'll be trying out once I actually have the book in hands. It's obviously going for tournament play. Baharroth for picking off action monkeys/squishy backline objective holders or Karandras for early pressure(especially on Tau). Both Farseers are strict support in this list and looking after SoF and CP generation. Will of Asuryan and Fortune(if in range) will find their target on the Windriders. Nightspinners are obviously just hiding in the back and providing supporting fire. D-cannons will hopefully be getting +1 to hit from the Ulthwe strat when necessary while benefiting to some extend from the 1 re-roll to wound for the unit. The Shadowseer with -6" to enemy weapon range will stick to the 6 Voidweavers to give them the 6+++ from Webway Dance. The Harlies are "Light", so I'm obviously trying to keep them >12" away from enemies to make them not be hit on anything better than a 4+(5+ on a BS4 army) with no re-rolls. They can also move 22" and still fire all their weapons in case they need to get out of dodge. Twilight Pathways should allow the Shadowseer to keep up. And finally, the Solitaire is basically another disruption unit vs Tau. Deepstriking and charging with a 3D6 charge(discarding one), should make it pretty reliable.

Let me know what you think, because I personally envision this list to hit pretty hard and be deceptively hard to shift(especially the Voidweavers).

Thanks!

Ulthwe Battallion Detachment

HQ:
Baharroth / Karandras<Behind Enemy Lines>
Farseer / WL / Seer of the Shifting Vector, The Ghosthelm of Alishazier<Scry Futures>
Psychic Powers: Fateful Divergence, Guide, Fortune
Farseer / Singing Spear / Champion of the Aeldari(Fate Reader) -1CP, Treasures of the Aeldari(Faolchu's Wing) -1CP<Scry Futures>
Psychic Powers: Doom, Will of Asuryan

Troops:
Rangers(5)
Rangers(5)
Rangers(5)

Fast Attack:
Windriders(7)

Heavy Support:
Night Spinner
Night Spinner
Support Weapons(3) / D-cannon<To the Last3>

Travelling Players Harlequin Patrol Detachment(Light)

HQ:
Shadowseer / Neuro disruptor / Mirror Architect
Psychic Powers: Twilight Pathways, Webway Dance

Troops:
Troupe(5) / Kiss(1)

Elite:
Solitaire / Spectre of Despair<Behind Enemy Lines>

Heavy Support:
Voidweavers(3) / Prismatic Cannon<To the Last1>
Voidweavers(3) / Prismatic Cannon<To the Last2>

Total: 2000 / 8CP

Secondaries: To the Last, Behind Enemy Lines, Scry Futures

This message was edited 4 times. Last update was at 2022/02/28 16:37:17


...that big sanction stamp of APPROVAL means it's OFFICIAL. No, I don't have to ask you for permission. D-cannons win games.

2000+
2000+ 
   
Made in us
Dakka Veteran





I would drop the D cannons. They do hit hard but they have limited ranged and can be avoided by a smart enemy. They are also not that durable compared to a tank. Granted they can be pretty brutal at times when they do get good hits in, a smart enemy will play with their range in mind and avoid them or even snipe them with some artillery with superior range. They are an expensive investment that moves slowly and can die easily if you’re moving them to a better position and they take a shot from an anti tank weapon

I also think Solitaires are hit and miss. Troupe masters work synergy with the troupes (which are amazing units) and I think you’re better off somehow getting a troupe master and more players.
   
 
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