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Ulthwe Craftworld v4.0

 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Oct 16, 2012 7:45 am 
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Rug wrote:

Because of "Commander" I don't need* all my Guardian to be Black Guardians to benefit from 1+ initiative. If it will cripple my opponent and take their BTS I'll quite happily activate 9 formations in one go without having to make an initiative roll!


Well that's if the opponent doesn't place BMs on your Black Guardians, does not kill several WS in each formation with his barrage and OW units, and loses the inititative roll.

If he wins the initiative roll, you are in for a real rough and tumble. Also, if you do not kill everything on your attack flank, any surviving enemy formation will make piecemeal of your Guardian formations.

I really think the Black Guardian issue is overstated. It adds a little edge to the Ulthwe arsenal, and Ulthwe really pays for it with the rest of its list (no voidspinner, BG cannot have Wraithguard, only 2 support slots per core).

If anything, at the risk of repeating myself, SR 5 is more disputable.

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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Oct 16, 2012 8:25 am 
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Quote:
If anything, at the risk of repeating myself, SR 5 is more disputable.

IMO the list should either have Init 1+ Black Guardians, or SR 5, but not both.

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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Oct 16, 2012 10:04 am 
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Couldn't making black guardians a troup choise instead of warhost solve the whole problem. Then they'd still be as good (which is fitting), but would have to compete with other support options such as the 1+ ini aspects. You woudln't as easily get as many 1+ formations.


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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Oct 16, 2012 1:19 pm 
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This is where we differ in opinion Rug.

I would rather the strategy to work more consistently, but there be weaknesses that can be exploited by the opponent, rather that it could self-defeat on more or less regular occasions.

Especially with Eldar, where failure usually means swift destruction.

In other words, the issue that the strategy functions more rgularly on NetEA Ulthwe is not a problem for me, as long as opposing armies can take advantage of some vulnerabilities.

This is the case in my opinion, and the added unreliability on the Eldar side only makes Vampire Assaults more attractive because more reliable.

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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Mon Mar 24, 2014 12:03 am 
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I played with Ulthwé a few times, and I saw the previous list in the 2014 NetEpic Compedium -which is the only allowed army list in our tournament -well, in most of the tournaments. :) I felt that the old list (not the 4.0) is a bit weak, and owerpriced!

About the 1+ BG, and SR5 -according the fluff, it fit's Ulthwé's style of play. BG's are not a superweapon, not terminators, just normal guardians with few upgrades, but with a chance, to react first :)

Please, refresh the list :) do you plan to make it an Approved one soon?


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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Mon Mar 24, 2014 3:37 pm 
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Now, is there anyone, who's playing with Ulthwé? :)
So we need some more playtests, to get approved?


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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Mon Mar 24, 2014 3:50 pm 
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Hi, I play Ulthwe every so often. However my main concentration is on Squats at the moment so Ulthwe are taking a back seat.

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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Mon Mar 24, 2014 9:09 pm 
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I tried the mechanized guardian list (2 guardians, 1 Black guardian, 2 SoV), With a Warlock. It's a bit expensive, with low activation number..
I think the list is balanced, just have to lower the price of the SHT's and the Fire Prism price, as in the 4.0 version :)

One of the best list, I usually go for an Iyanden air assault army, but I liked the feeling of the Eldar tanks :)

Go for APPROVED :)


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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Mar 25, 2014 9:37 pm 
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Just another question!

The Pulsar rule (from the Swordwind) is not in the NetEA rules. Is there a plan to use the rule? for the Scorpion/Titans (=huge weapons) for example..


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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Mar 25, 2014 11:30 pm 
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Hi Pati. If you are referring to the original "Pulsar" rule (where the player dices up to three times for hits), this rule was considered OTT especially Revenant titans so it was revised in 2008.
The "Pulsar rule now generally provides 2x shots for the relevant weapon, though there are some plans to improve the stats of the Scorpion EoV WE which is considered to be slightly underpowered as a result of these changes.


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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Mar 25, 2014 11:37 pm 
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The pulse rule was abolished a long time ago, it created a large disparity between weapons with low to-hit values and those with high to-hit values. It also encouraged a static style of play (sustain fire) that was not so well fitting to the Eldar design philosophy. So each Pulse weapon simply got 2 shots instead.

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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Tue Mar 25, 2014 11:46 pm 
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Ok, clear. So are there any plans to upgrade the Scorpions?
2x2 MW shots or something else?


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 Post subject: Re: Ulthwe Craftworld v4.0
PostPosted: Wed Mar 26, 2014 2:43 am 
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There are several thoughts on possible changes. Check out the Scorpion discussion and the Proposed Eldar changes.


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