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Hi I would love some feedback regarding the list below. I'm a devoted fan Ulthwe, coming back since good ol' days of Eye of Terror. The idea with this army is recreate some the effect of the Strike Force, using the combination of Wave Serpents and Matchless Agility to unload a ton of Shuriken fire almost anywhere on the board, supported with the "tax" units and a deep strike force to harass critical units and objectives. I want to try and make the shell as competitive as I can without detracting from the theme. Mainly I'm looking for advice on tweaks I could make to plug holes in my offense, which I'll discuss below.
Speed and Numbers
I think it should be pretty obvious.. the plan is to unload a ton of rending shots in the middle of my opponents, or create enough of a threat bubble to establish central control. With Matchless Agility, the mounted guardians can reach, at full shooting power, up to about 29" (Serpent moves 6", unload 6", run 6" and -1" for the second row). Overall I think I've managed to get a solid volume of dice at good speed, while keeping the wound count high (for Eldar..).
Heavy Weapons.
To start with, I've gone for as many starcannons as I can where I have the points to spend, because I feel that dealing with 2+ armour and 3+ with T6 (or higher) at long range could be a problems. On the War Walkers, it gives them more utility against these units, while still having a decent amount shots, and for the Guardians it gives them a bit of sting while out of catapult range.
There's no reason I can think of to have anything other than Shuriken Cannons on the Wave Serpents. The Vypers are literally meant to be nothing more than tin shields for the tanks, effectively granting them an extra 1-5 hull points, depending on the opponent and the dice. If they can pop a Rhino, they've paid for themselves.
The big weakness however is the glaring lack of S8, save the Autarch. It is possible to drop the Autarch, one squad of hawks, and trim a few points here and there for a squad of mounted Fire Dragons, which I'm not sure will be worth losing flexibility of the hawks (which are still OK at damaging vehicles themselves) and reserve mods for .
Deep Strikers
I've gone with two squads Hawks, Warp Spiders and an Autarch with wings and fusion gun. I chose mainly hawks because tactically they are reliable since they neither have variable movement, nor scatter when deep striking. The spiders are there to threaten units that the hawks can't, and the Autarch can be (re)positioned as needed. The hawks are also just outright faster, being able to move 24", guaranteed. If I go first, this gives them tremendous potential steal a maelstrom objective that would otherwise be out of reach, and then disappear the following turn.
Command:
Autarch 95
Swooping Hawk Wings, Fusion Gun
Core:
Guardian Battlehost
Farseer Skyrunner - 135
Singing Spear, Spirit Stone
Guardian Defenders (x3) 210 x 3
10x Guardians with Starcannon
Wave Serpents with Shuriken Cannon top and bottom
War Walker Squadron 130
2x War Walkers, Scatter laser and Starcannon
Vyper Squadron 100
2x Vypers: 2x Shuriken Cannon
Support Battery 55
D-Cannon
- I actually would've loved to fit in 3 Vibro Cannons instead, because the Preferred Enemy condition synergies really well to crack transports within 12" of the guardians
Auxiliary:
Aspect host
Swooping Hawks 122
6 + Exarch
Swooping Hawks 122
6 + Exarch
Warp Spiders 105
5 + Exarch
Please let me know what you think!
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