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Ulthwe Army
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Old 06 Mar 2005, 21:22   #1 (permalink)
Shas'Ui
 
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Default Ulthwe Army

Hi folks

I've been away from wh40k for a few years, and recently I've renewed my interest...lotta new rules and changes, so forgive me if I come off sounding a little newbish...

My initial army before I stopped playing was Eldar, and I have quite a bit of my army that remains unfinished.* Reading the Craftworld codex, I'm thinking I want to maybe re-organise my Eldar force into an Ulthwe army...roughly about 1000-1500 points...

I was wondering if anyone here has any experiences with an Ulthwe force, and can give me a few suggestions about what units would be better suited for Ulthwe, and maybe suggest some tactics..

I'm really curious about the Seer Council, as I'm not really sure at this point how best to use a squad of Farseers/Warlocks...

Also, I have an Eldrad figure (yes, I know he's dead) and I'm wondering should I take an Eldrad along with a Seer council, or choose either or?

Also...I have a single Jetbike model that I don't really have any use for, as I'm not buying 2 more just to fill a squad slot (thinking of getting a single Vyper instead)...but I might use the Jetbike to mount a Farseer...if such a thing is possible, or even a good idea to do in the first place...

Thanks for your patience...

-M
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Old 06 Mar 2005, 22:30   #2 (permalink)
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Default Re: Ulthwe Army

Ulthwe
relying on it's black guardians and psykers, this army is the most controversial Eldar army and could also be the one most underestimated...

Pros
Black Guardians. These guys are often underestimated - but with free upgrades from normal guardians they are lethal killing machines at close range. they can also have great upgrades. A 20 man guardian storm squad with warlock, haywire grenades and a couple of fusion guns are great units - if admittedly fragile. Being guardians the enemy could fatally ignore them with disastrous results. Disastrous for him of course...
A Seer Council is necessary for a good Ulthwe army. Use those psychic powers to your best advantage and make sure that you have spent plenty of points on them. Guide must be used on a guardian squad - cackling watch the results(!) and fortune is fairly necessary for use on the seer council itself. Your opponent will find that with multiple wounds, invulnerable saves and fortune the seer council is horribly survivable and can batter its way through the worst of weapons thrown at it. As said before - use psychic powers wisely, tactically and logically and don't waste them. Most importantly - don't forget that you have them. It can be a horrible sight seeing the seer council die before your eyes - knowing that the previous turn you could have fortuned them - and you forgot.

Cons
Lack of aspect warriors. Choose wisely which warriors you want to field as the numbers are limited. It is of course entirely up to you but I like the combination of scorpions and fire Dragons - as they both have radically opposite rolls so that they can fulfill together more than one useful roll on the battlefield. Bear in mind that with the aspect warriors goes many of your special weapons/combat abilities so make up for it in other ways. I think that wraithguard are useful and tie in nicely with Ulthwe fluff. Guardian jetbike squadrons are also very useful units.
Dare I say it again - Guardians die easily. Bear this in mind and remember that guardians can't take much. Conceal works wonders (if you're lucky) and normal cover on the battlefield works even better wonders. Black Guardians are the great advantage of the Ulthwe army - don't waste them!



That's a quote from one of my previous topics (The Five Craftworlds) - I hope it helps.

I wouldn't personally recommend getting Eldrad. He's simply too expensive for my liking. An Avatar is much better at killing (for a much lower points cost.)
To go into more detail on the Seer Council - use them to take ground and objectives. Because they are so good at not dying they can usually stay there and soak up huge amounts of firepower.
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Old 07 Mar 2005, 03:07   #3 (permalink)
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Default Re: Ulthwe Army

Thanks for the info...

Some questions...

I hear alot of great things about Banshees now...never much used them in the past, but I'm thinking maybe they might be worth reconsidering...just not sure for an Ulthwe army.

I like the Fire Dragons, though I'd like to include some Reapers as well...I've always done well with Reapers.

I picked up the Eldrad mini, but if he's too expensive a unit choice for his effectiveness on the battle field, then I may have to drop him.

I'm not much for Avatars...they're too slow, and too many heavy weapons out there can take him down fairly easy, though he is far cheaper than Eldrad...and looks killer too. have to consider this....I just wish I knew what the heck a Wailing Doom does....there's no details on it in the new codex...or Witchblades for that matter.

Also...just curious...what's a good color to highlight black with? Figure if I'm fielding Ulthwe...I need to know this...lol..

Thanks again,

-M
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Old 07 Mar 2005, 12:42   #4 (permalink)
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Default Re: Ulthwe Army

Ok heres the deal...

Banhees are great, if only great against termies or mega armoured nobz - high armor killers, they get swamped by ork boys tyranids and guardsmen... If you want to have a good aspect, go scorpions... They are higly useful in many situations, and the exarch can even bust some bad termie butt... be really mean to termies... I would also point your attention to the hawks, who, even though their las is only S3, have good range, deploy quickly, and the exarch is a flying CC monster!

If you do have the mini of eldrad, do use him, if only as your farseer... The model rocks, looks great, is really cool, and by the way, looks great!

About the wailing doom it does nothing, now... It gives the avatar the same propoerties as monstrous creatures, but seeing the avatar is already a 10 feet tall burning demon... You get my drift, he IS a MC... His effect is fearlessness in a 12" radius, and he gets those +1 W inflicted when testing who won assault, and both of these abilities are great.

The whichblade is not accounted for in the codex... But thats ok, because they wrote it don in the new 4th ed rules. Dont remember the page tho' but its there. It wounds on 2+ and stuff... Look it up your self

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Old 07 Mar 2005, 18:21   #5 (permalink)
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Default Re: Ulthwe Army

dang. i dont have the new rules. i know! ill get for my b-day! haha. another problem solved by the elflord!

i dont think that avatar is all that great personally. i took him up against 5 SM's with swords and pistols and he killed them but they took him down to 1 wound. maybe bad dice rolls or somthin
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Old 07 Mar 2005, 18:38   #6 (permalink)
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Default Re: Ulthwe Army

Page 46.
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Old 07 Mar 2005, 21:19   #7 (permalink)
Shas'Ui
 
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Default Re: Ulthwe Army

First...thanks again for the advice..

I don't yet have the new rulebook...I'm torn between buying the McCragge boxed set because it comes with a mini-rulebook (dunno if it's abridged or complete) and it has the weapons templates and dice etc...plus a bunch of nids and a few SMurfs...both of which I can probably sell on ebay or something...
Or should I plunk down $50 (yiiiikes!!) for the rulebook and forget the boxed set?

Back to the Ulthwe...

I'm still not clear on how best to use the Seer Council, and I know that I'd like to have at least 2 aspects (if not more) in my army...I like the look of aspects, and I like that they fulfill very specific roles in the army and do it rather well.

I just checked out the cost of a Vyper...for 1 Vyper I can buy 2 more Jetbikes and have a squad of 3, so I think that's the way i'm going with that.

I probably should just post what squads/units I do have and see how people reccomend I configure them...

-M

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Old 07 Mar 2005, 21:59   #8 (permalink)
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Default Re: Ulthwe Army

Quote:
Originally Posted by Mael
I probably should just post what squads/units I do have and see how people reccomend I configure them...

-M

Sounds like a good idea to me
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Old 10 Mar 2005, 07:04   #9 (permalink)
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Default Re: Ulthwe Army

I have played Ulthwe for years and I think I can offer a few pointers. the seer council can be used in2 ways, either stay back ( no witchblades ) and cast guide behind cover ( fortune too every turn !!! ) or arm everyone with witchblades and enhance them. The combo of enhance and fortune makes them great in hth against anyone but termies.If you take fortune with 2 farseers you can cast it ( and augment with a warlock if necessary ) on your scorpions( with a power claw on the exarch ), who I recommend as the best choice for teaming with a seer council to gang up on enemy squads. Wave serps are a must if you wish to pick and choose where the fight will take place. I usually add1 extra farseer to have 2 fortunes and 1 mind war ( mind war + augment = dead ANYONE with the right dice )
Always equip vypers with CTM it allows them to take a shot every turn and be terribly annoying to your opponent. Afterplaying many games without CTM I discovered it actually is a bargain at 30 pts( for vypers only) a 65pt vyper usually dies by turn 2 or 3, one with CTM will last all game given a proper amount of cover to pop back behind ( just like the pesky Tau!)take 1 BL and 1 starcannon and field them separately so they don't have to ride side by side.
Take big Black guardian squads with platforms ( they hit on 3's too ! )
The best bargain in the game ( before the new line of sight rules ) is a unit of d-cannons (3) they still rock in v4. Wraithlords scare people and will draw a ton of fire for their 120 pts TAKE ONE
to sum it up- be mobile with a moving fire base ( guardians ) and move every turn- never just stand and shoot- everyone can move and fire ( except d-cannons )
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Old 10 Mar 2005, 08:34   #10 (permalink)
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Default Re: Ulthwe Army

ahhh, I'm a biel tan player, but that speech almost makes me want to be ulthwe. Those guardians rocks, and the council is bad!
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