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		<title><![CDATA[Latest posts for the thread "1500 Ulthwe"]]></title>
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				<title>1500 Ulthwe</title>
				<description><![CDATA[ Modified my old list. Please help me optimize. (Playing Ulthwe so don’t tell me to simply exchange guardians for <span class="glossaryitem" onmouseover='gp(25);'>DA</span>, cause I won’t). THX in advance.<br /> <br /> 1500 p.<br /> <br /> Seer council:<br /> Farseer with fortune (uses on council every turn)<br /> 6 warlocks<br /> Embolden, Enchance, 2 x Destructor<br /> <br /> Scoring Unit:<br /> Farseer with spirit stones, Guide and doom, singing spear<br /> Warlock with embolden, singing spear<br /> 18 Guardian defenders, shuriken cannon platform<br /> <br /> Scoring Unit:<br /> 5 Pathfinders<br /> <br /> Scoring Unit:<br /> 3 Guardian jetbikes<br /> <br /> 7 Harlequins with kisses<br /> 1 shadowseer <br /> <br /> Fire Prism<br /> <br /> Fire Prism<br /> <br /> 5 Fire dragons in wave serpent with vectored engines and <span class="glossaryitem" onmouseover='gp(126);'>tl</span> shurucen cannons.<br /> <br /> 2 war walkers with <span class="glossaryitem" onmouseover='gp(461);'>EML</span> and Scatterlasers<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 30 Jul 2008 23:22:38]]> GMT</pubDate>
				<author><![CDATA[ Dajje]]></author>
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				<title>Re:1500 Ulthwe</title>
				<description><![CDATA[ I use <span class="glossaryitem" onmouseover='gp(25);'>DA</span> rules with my guardians, since Ulthwe is just better like that. (I want my BS4 back now!)<br /> <br /> You may want to double up on the embolden and enhance, just to make sure you don't lose your tasty bonuses.]]></description>
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				<pubDate><![CDATA[Thu, 31 Jul 2008 02:51:06]]> GMT</pubDate>
				<author><![CDATA[ CrimsonTurkey]]></author>
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				<title>Re:1500 Ulthwe</title>
				<description><![CDATA[ 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. ]]></description>
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				<pubDate><![CDATA[Thu, 31 Jul 2008 04:28:28]]> GMT</pubDate>
				<author><![CDATA[ spacemarinejunkie]]></author>
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				<title>1500 Ulthwe</title>
				<description><![CDATA[ i play Ulthwe and i believe that you should drop the war walkers and pick up some storm guardians]]></description>
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				<pubDate><![CDATA[Thu, 31 Jul 2008 11:34:47]]> GMT</pubDate>
				<author><![CDATA[ Squig_herder]]></author>
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				<title>Re:1500 Ulthwe</title>
				<description><![CDATA[ I can see how eldrad would be more effective, problem is I then have to skip 120 p of other units. Any suggestions?<br /> <br /> 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.<br /> <br /> Thanks for the comments and please rain more.]]></description>
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				<pubDate><![CDATA[Thu, 31 Jul 2008 23:37:48]]> GMT</pubDate>
				<author><![CDATA[ Dajje]]></author>
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				<title>Re:1500 Ulthwe</title>
				<description><![CDATA[ <blockquote><div><cite>Dajje wrote:</cite>Skipping warwalkers for stormguardians sounds to me just plain out stupid</div></blockquote><br /> <br /> 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) <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.  The whole bunch of Shuriken pistols is just a bonus.  <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, more effective when in a Wave Serpent.<br /> <br /> But I agree, flanking War Walkers are really good.<br /> <br /> 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.<br /> <br /> I would also make the 2 Warwalkers different (1 with 2 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> and other with 2 <span class="glossaryitem" onmouseover='gp(219);'>SL</span>) so you can use wound allocation (hit allocation) to your advantage since they are in a squadron.  Sometimes you might want to keep the <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>, sometimes the <span class="glossaryitem" onmouseover='gp(219);'>SLs</span> and you can double up on the one you won't need as much, depending on the opponent.<br /> <br /> I might be inclined to trade one Fire Prism (or get rid of the <span class="glossaryitem" onmouseover='gp(477);'>WWs</span> 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 <span class="glossaryitem" onmouseover='gp(464);'>FDs</span>+Harlies will work well together, but not if the Harlequin are running across the board to catch up.]]></description>
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				<pubDate><![CDATA[Fri, 1 Aug 2008 00:41:25]]> GMT</pubDate>
				<author><![CDATA[ realgenius]]></author>
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				<title>Re:1500 Ulthwe</title>
				<description><![CDATA[ Thanks for the tip.<br /> <br /> Anyone got any idea of how to best expand to 1750 or 2000 p?]]></description>
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				<pubDate><![CDATA[Fri, 1 Aug 2008 16:04:49]]> GMT</pubDate>
				<author><![CDATA[ Dajje]]></author>
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				<title>Re:1500 Ulthwe</title>
				<description><![CDATA[ <blockquote><div><cite>realgenius wrote:</cite>But I agree, flanking War Walkers are really good.</div></blockquote><br /> <br /> 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&quot; 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&quot; 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.<br /> <br /> 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, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10<br /> Missile launcher =&gt; .42 damaging hits and .11 destroyed results.<br /> Scatter laser =&gt; 1 damaging hits and .22 destroyed results.<br /> <br /> <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11<br /> Missile launcher =&gt; .33 damaging hits and .08 destroyed results.<br /> Scatter laser =&gt; .66 damaging hits and .11 destroyed results.<br /> <br /> AV12<br /> Missile launcher =&gt; .25 damaging hits and .06 destroyed results.<br /> Scatter laser =&gt; .33 damaging hits and .0 destroyed results.<br /> <br /> So over all, the scatter laser is better for taking out <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 or 11 vehicles and still causes more damage to <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 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 <span class="glossaryitem" onmouseover='gp(9);'>av</span> 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 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 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.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 1 Aug 2008 21:48:11]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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