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Hit-and-Storm with Ulthw

 Post subject: Hit-and-Storm with Ulthw
PostPosted: Thu Mar 01, 2007 11:23 pm 
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At our recent tournament I went to undefeated victory after four games using the following Ulthw? list, based on the 2.3 with Biel-Tan 1.8 changes integrated:

My Ulthw? Army

000 Avatar

850 Warlock Titan

450 Black Guardian Warhost, 1 Farseer replaced with Seer Council , 4 Wave Serpents

150 Guardian Warhost, 3 Guardians replaced with Hvy Weapon Platforms

150 Guardian Warhost, 3 Guardians replaced with Hvy Weapon Platforms

200 Windrider Host 4xJetbikes 2xVyper

200 Windrider Host 4xJetbikes 2xVyper

175 Shields of Vaul 2xFirestorm 1x Nightspinner

175 Shields of Vaul 2xFirestorm 1x Nightspinner

175 Shields of Vaul 3x Nightspinner

175 Swooping Hawks+Exarch

300 Swords of Vaul 4xFalcon, 2xFirestorm


That?s 11 activations excluding the Avatar while fielding a Warlock Titan, a mounted Black Guardian host and a 6-strong tank formation. Some popcorn, but also some weight.

I had played Eldar just two times before but firmly trusted in my Warlock?s defensive abiilty, as well as its supremacy both in assaults and in the support of such. At least on the latter count, I would not be disappointed...

Tactically, my basic plan was to outactivate the enemy with the Shields and Guardians, then push forward with the Windriders, Swords, Black Guardians and the Warlock, and begin to clip in turn 2 where possible. I was convinced that no enemy could withstand an assault that the Warlock supported, and was detemined to use it as a linebreaker.

The first game put me against Morg?s Blood Angels on my own Ash Waste table. My opponent fielded the following army:

Morg?s Blood Angels

Tactical Squad 1
- Supreme Commander
- 1x Razorback
- 1x Hunter

Tactical Squad 2
- 2 Assaults instead of Tacticals
- 1x Razorback
- 1x Hunter

1x Terminatoren + Chaplain
2x Warhound
1x Land Speeder
1x Bikes
1x Whirlwinds + Hunter
1x Scouts + Sniper
1x Death Company


Me making the opening moves

My centre early T1


The battle saw fast Eldar outflanking the marines on my right flank with the aid of the Warlock, which got it?s Holofield shot by a daring Warhound. The other Warhound was broken by Windriders on the left flank, fled forward in hopes of rallying near my Swords of Vaul sniping from behind a stretch of jungle on a hill near my baseline, failed to rally and was duly pulsed to death. My Guardians advanced though the left-flank canyons towards the city, which the BA were holding at any cost after clipping assaults and relentless bombardment had made forward positions untenable.

In the centre, the BA scouts held some ruins throughout the fight, despite my best efforts and intervention of the Seer Council and the Black Guardians. On the right, Land Speeders tried to capitalize on the damaged Holofields, but were unable to disable the titan and themselves under grave threat of assault while being so close to the Warlock, which had vaporized the Tac 1 with the SC earlier.

EDIT: The real turning point of the game was early in T2, when Morg teleported his Terminators right behinf my intermingled Black Guardians, still mounted in their Wave Serpents, and some Shields of Vaul.

I countered with the Avatar, won the initiative and engaged, only to find out that the Avatar wasn?t quite up to the task of killing 4 Termies and a chaplain even with the support of 7  grav tanks. It went to another round, and finally the Terminators failed some saves and the Chaplain died.

It could have taken a turn for the worse here quite easily...

The game in full swing, late T2 or maybe T3

Result was 3:0 for Ulthw?, BTS, TSNP and T&H. Not a bad start...





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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Thu Mar 01, 2007 11:45 pm 
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The second battle was against Jojo?s IG.

IG "Peacekeeping Force"

This is the force that won best painted army btw!

1 x SupCmd/Inf-Reg mech.
2 x LR Coy
1 x Det "Gro?e fiese Rakete" Deathstrikes
1 x Det Basilisks
2 x Vultures
1 x Thunderbolts

Being the cheat I am, I chose diagonal setup, and let?s say it worked out... ?:cool:

Setting up for Battle 2

My opponent declared from the very start that his single goal in this game would be to nail that Warlock, and began raining Hellstrikes on it, for neglegible effect. I doubled up my grav tanks and began to quickly close the distance. The table in Battle 1 was a full size 120cmx240cm while this was only 140x180, and this would soon matter.



By the end of Turn 1, my forces screened 2/3rds of the table, basically everything towards my sides of the factory in the picture above, the one with the smokestacks, in the foreground.



By some dark miracle, IG won initiative and deathstruck the Warlock, shattering the Holofields (again!) and doubling with the Russes to bring it down. That move, however, seriously intermingled the tanks with one formation of ?Vultures, while a failed activation had left the Reg HQ intermingled with the other. I zoomed right behind IG lines with a Windrider host from my right flank, placing a needed BM, then struck with more Windriders and finally triple activating the Black Guardians still mounted in their Wave Serpents for another engage.



Result was 2xVultures, the RegHQ and both Tank Coys broken AND with nowhere to run as my 2nd Windriders were stretched out behind them. The Seer Council was amongst the few Eldar casualties, despite it?s excellent save.

This was where I coined the term hit-and-storm. Played aggressively, those fast skimmers can corner a careless enemy with deadly results.

We played the turn to its end, with my Shields rushing in to gain even more hackdowns, and agreed on a 5:1 win, BTS to the IG.

I was now leading in the ranking.





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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 12:18 am 
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Game 3 fielded me against Castorp and his Feral Orks, which had handed last year?s champion beelzemetz and his Orks a crushing defeat, with the special highlight being the Squiggoth eating the Landa. But that is another story :p

Castorp?s Feral Orks

3000 Pts - Orks: Feral Orks Army

1 Big Warband @ 510 Pts

1 Warlord, 1 Ork Wyrdboy, 15 Ork Boyz, 5 Ork Nobz, 7 Ork Grotz

1 Big Warband @ 450 Pts

12 Ork Boyz, 4 Ork Nobz, 4 Ork Grotz, 4 Squig Catapult

1 Wildboyz @ 400 Pts

1 Ork Wyrdboy, 10 Ork Wildboyz, 2 Ork Nobz, 1 Orkeosaurus

1 Trappas @ 185 Pts


1 Madboyz @ 310 Pts

3 Ork Wyrdboy, 10 Ork Madboyz

1 Junka Brigade @ 310 Pts

1 Ork Wyrdboy, 10 Junkatrukk, 9 Ork Boyz, 1 Ork Nobz

1 Uge Boarboyz Horde @ 250 Pts

15 Ork Boarboyz

1 Big Boarboyz Horde @ 225 Pts

12 Ork Boarboyz

1 Big Steam Gargant Horde @ 350 Pts

2 Steam Gargants

Formations: 9

Total Units: 141


Total Army Cost: 2990


This game was fought over Warphead?s B-E-A-U-T-I-F-U-L city table, and after about 10 seconds of thinking, I choose diagonal setup again and placed the Ferals in the corner furthest from the good cover, and one objective on the green as well.

Castorp placed the infantry well forward as garrisons, and I would be unable to dislodge a large warband holding the central citadel deep inside the city despite concentrated fire later in the game.

Ulthw? Setup


Feral Ork Setup


The game began with a lucky blow, my all-Nightspinner formation killing the enemy SC in the open, then with me dislodging the first scout screen in the city (Trappas?) and Castorp withdrawing a Warband out of the reach of my Warlock, which spearheaded my long, right flank. Boarboyz moved up and Nightspinners fbombarded them while both sides maneuvered for some decisive action.

Turn 2 the brought the expected bloodshed. The Warlock dismantled two intermingled infantry warbands covering the back side of the slope leading up to the city viaduct, and the consolidated into FF range of the Steam Gargants. Broken ferals cowered behind it, and were then engaged by daring Windriders, along with the intermingled and clipped Steam Gargants.

Only 1 Jetbiker unit survived, but it was enough to trigger the support fire of the Warlock, destroying one Steam Gargant, damaging the other and wiping out the broken infantry.

Now, the Black Guardians triple activated and gutted a Boarboyz band still further up the right flank, near the large hill. The flank had been turned, some still unbroken Madboyz would soon be thrashed by the Avatar himself.

Breakthrough! The Warlock has smashed through the feral warbands and is about to consolidate past the remaining Steam Gargant

Further highlights in the game were some Shields of Vaul breaking an engaging Boarboyz horde on the far left, thanks to being skimmer and never failing a save.

The Warlock continued its rampage towards the city center and the citadel, where it was met by the fully loaded Squiggoth (which had refused to take much damage from the Psychic Lance). Since a Warlock is about the nastiest thing there is in CC, the Squiggoth was slain among with many of its passengers, but heavy damage (-4DC) made me consolidate towards the enemy blitz rather than remain in support range to the citadel. No need to cede BTS once again...





The rest was crossfiring the remaining ferals in the fortress in an effort to break them and gain TSNP (I came very close) and forgetting all about the Swooping Hawks...



Result: 3:0, BTS, Blitz, T&H





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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 12:36 am 
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Thanks for the batrep - I am still proud of my Scouts holding those ruins for so long :p

Btw, you might want to replace the german stuff in the army list so our english friends can understand it.

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 12:48 am 
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The Final Battle was against Killerloop?s IG, and would turn out to be the closest game I fought in this tourney, allthough the result doesn?t quite show this.

Killerloop?s Ambush Camo IG

550 Reg.HQ + Hydra
350 Inf Company + FireSupport
300 Vultures
200 Shadowsword
150 Rough Rider
250 Manticores
250 Bombards
700 Leman Russ Company + Hydra
150 Thunderbolts
100 Sentinels
--> 3000

I got lucky and remained on the cityfight table, and, having aquainted myself with its features, chose setup from the same corner as in the game against Castorp.

The added bonus was that I wouldn?t have to move my stuff. Drawback was that I had time to help myself to some more beer from the fridge... :glare:

Killerloop placed his Sentinels and Vultures as garrisons near that viaduct slope, where I again had placed an objective. On the far left side of the table, an Inf Coy was garrisoned, and I?d later setup my Warlock close to it and beyond the Viaduct, which prevented titan movement through/under it.

Opening moves saw the Swords of Vaul pulsing e Vultures, to Killerloops disbelief who had thought the save. In return, the Manticores broke some Windriders on my left flank near the Warlock, which would not recover again, and killed a Firstorm out of some Shields of Vaul, breaking them as well. Ouch!

I had a lousy first turn, the Bombards smashed 4 out of 6 Swords of Vaul, sending them fleeing, only to be strafed by T-Bolts, losing another tank (I saved the hit). The Warlock doubled forward and broke the Inf Coy garrison, but in return the Shadowsword raced into position, hit despite doubling and cover and Holofields, caused three damage and a crit. GRRRRRRR! ?:angry:

The IG then reinforced my left/their right flank with the Reg HQ and the other flank with the Tank Coy. The Sentinels were close to breaking after some Windrider fire, and marshalled.

In Turn 2 the IG actually won the initiative, and the Shadowsword duly nuked the Warlock, for another three damage of course. Their second activation, which I can?t quite remember, was a Hold somewhere.

I had lost my BTS, my 3rd most expensive formation was in tatters, and mostly unmolested IG were well forward on all fronts. Things looked grim.

Time for some intermingling and true Hit-and-Storm!

I first launched a clipping assault against the Sentinels and tanks, with the 2nd Windriders in support, breaking the enemy, then triple retained and launched the elite Black Guardians against the intermingled Shadowsword, the broken Inf Coy and the clipped, reinforcing Reg HQ on the left.

With the Inf Coy being in the open and without saves and a lucky crit that detonated the Shadowsword, its Comissar and 4-5 nearby enemy units, I won in a surprise landslide and went into resolution with a whopping +8, hacking down 9 further enemy after rolls. And consolidated forwards.

Pushback: The IG corner right before the Eldar marched in from all sides, IG Roughriders attempting in vain to eliminate onrushing Windriders.


With my next activations, I marched all I had as far toward the IG as I could, throwing the proverbial kitchen sink at them. Killerloop rallied badly, and in Turn 3 it was basically kicking a foe that was lying on the ground, with me gunning for the BTS Tank Coy and the reloaded arty while ?taking care to leave them nowhere run.

It was a massacre... 5:1 again.





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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 12:50 am 
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(Morg @ Mar. 02 2007,00:36)
QUOTE
Btw, you might want to replace the german stuff in the army list so our english friends can understand it.

I did for the most part, but left "Grosse fiese Rakete" (Big Bad Rocket) in for giggles... :p

EDIT: Okay, I found those german traces in my very own army list and have edited it.

I?ll add a few comments on unit performance, tactics and the Ulthw? list in general tomorrow...





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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 1:05 am 
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(Irondeath @ Mar. 01 2007,22:23)
QUOTE
At our recent tournament I went to undeefeated victory after four games using the following Ulthw? list, based on the 2.3 with Biel-Tan 1.8 changes integrated:

Thanks for the reports!  Some nasty business there!  *laugh*

So, what do you think of Ulthwe, especially compared to other Eldar armies?  Do you think you could've had a similar performance using Biel-Tan (losing the Black Guardians, obviously, for something else)?

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 1:54 am 
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Excellent reports, thanks for sharing.

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 2:10 am 
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nice battle reports, thanks!!!!

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 6:47 am 
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Great reports! Good to see the revised eldar still doing well :)

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 8:13 am 
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Yeah, great to see eldars smashing lines, and it won't happen too often. :D

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 1:59 pm 
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Okay, let?s review my forces performance:

Warlock Titan

While it was destroyed twice and lost its Holofields in every game, it performed admirably and was definitely worth taking. It only failed me against Killerloop, but that was due to bad luck.

Jojo, my first IG opponent, concentrated all his fire on the Warlock and while managing to bring it down allowed swarms for skimmers to advance into positions from where I could truly smash the IG.

Against the Ferals, the Warlock covered a lot of ground, moving from my deployment to the enemy Blitz in 3 turns while crushing no less than four of the Feral?s main formations. Awesome.

As I have said before, it is difficult to lose an Engage that the Warlock starts or supports, it?s Holofields give it the defenses to use it brazenly, but there is always the chance of a lucky crit or weight of fire ruining its day.

Black Guardians

After continuing to take casualities in assaults I began viewing them more as a assault support than as a main assault formation. Losing saveless Guardians works unfavorably in the resolution, even though I tried my best to shield them with the Seer Council, Farseer and Wave Serpents. While these have decent saves, you can?t afford to loose any as this will impact the combat efficiency of the formation severely.

Nonetheless, they did participate in several critical engagements, and are an ideal formation for triple activations. I also tended to leave them embarked in the WS, and was constantly afraid to get punished for this, but wasn?t.

Guardians

Used mainly for outactivating (as in double towards enemy garrison, place BM with Heavy Weapon Platforms), I learned the hard way that they are useless as assault troops even with generous support fire. The just die like fleas. Only with a Warlock in support they are able to shift entrenched infantry.

However, used more carefully they claimed the many objectives I needed for those massive wins.

Windriders

My clippers. The two Vypers combo proved a fortunate choice as I was able to place BM all the time, they even saved a lot of hits. While the Warlock and the Black Guardians made most of the flashy engagements, my Windriders where there when the going got tough against Killerloop and broke his flank. Also memorable was their heroic sacrifice against the Steam Gargants, another flank shattered.

Shields of Vaul

These were so darn useful, first for outactivating, later rushing forward to support and place BM on the double, then shooting stragglers and boxing in broken enemies.

The 2xFS 1xNS formation is a personal favourite, I dubbed this the assault gun formation. While a 1BP template isn?t much to brag about, you gain the ability to hit on a 5+ on sustained, indirect, and you have a template available to discourage horde armies from, well, hording too tightly, thereby allowing for clipping with other formations. In direct fire on the double the Firestorms are at least okay, 4x6+, and the formation lends 2x4+ 1x5+ in support.

Swords of Vaul

Loved them. Even on the double the firepower is awesome, they pulsed all the Chimeras from Jojo?s RegHQ in one blast, lasered a Warhound with ease and generally spread fear and struck hard. They were also considered a priority target, at least after their first salvo...

Swooping Hawks

Since I was overrunning my opponents most of the time, they couldn?t play their intended role of objective grabbing. I wasted them needlessly against the Blood Angels and didn?t really need them in the other battles, but obiously this is a highly useful formation.

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 2:14 pm 
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(Chroma @ Mar. 02 2007,01:05)
QUOTE
So, what do you think of Ulthwe, especially compared to other Eldar armies? ?Do you think you could've had a similar performance using Biel-Tan (losing the Black Guardians, obviously, for something else)?

Well, I haven?t played anything but Ulthw? on the eldar side, and then it was only 6 battles, including these 4.

However, I have already given the idea of fielding a similiar Biel-Tan list some thought. You could pick pretty much pick the same army, losing the Black Guardians and another Guardian formation nets 600 Points, drop the Swooping Hawks Troupe and you have a total of 775 Points to spend on Aspect Warhosts.

I?d pick

050 Wraithgate
400 8xShining Spears+Autarch+Exarch
325 8xSwooping Hawks+1xExarch
775

While this costs an activation, the Hit-and-Storm ability of this force it truly awesome. My list lacked decent CC-power aside of the Warlock, while this has Shining Spears to really get at those Tank Coys, and pursue them to their doom. The Wraithgate, say with the Spears inside, will all but hand you control of the table centre.





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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 2:57 pm 
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I think I said it elsewhere as well, but I like the city terrain with the elevated roadway, especially the signage.

"Mutants ahead.  Do not stop.  Adeptus Arbites will shoot any pedestrians."

Heh.

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 Post subject: Hit-and-Storm with Ulthw
PostPosted: Fri Mar 02, 2007 3:10 pm 
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(Irondeath @ Mar. 02 2007,13:14)
QUOTE
The Wraithgate, say with the Spears inside, will all but hand you control of the table centre.

Unless your opponent puts the objectives on your half wide apart touching the short edges... then you'll have a bit of a trip to the middle, even if you replace your Blitz with the Wraithgate.

All-in-all a strong army though!

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