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[NEW!] Ulthwé v3.3

 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Sun Jan 04, 2009 9:50 pm 
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would someone care to explain how the three troupes makes the list abusive?


The possibility of lots of cheap aspects activating on a 1+ less so with 2 troupes per host as it's harder to fit in the needed support.

Those aspects could also have falcons (not so cheap though) and this gives the ability to have falcons activating on a 1+.This can be done with 2 troupes per host but it makes adding in other support choices difficult not so with 3 troupes per host.

The ability to do good quality combined assaults with gaurdians and cheap aspects both in wave serpents (650 points with exarch and an engage range of 50cm) and not having it hurt through the activation count.Again this can be done with 2 troupes per host but with limited support choices it makes it a little bit more difficult to get the balance right.

With 3 troupes per host there are lots of fast moving support formation options and cheap quality aspect options.The Guardians could then be left on foot and left behind to guard objectives etc.as they wouldn't be needed as much for supporting assaults and speedy objective grabs.With only 2 troupes per host the Guardians really need to be mechanised or brought further into the game to help support the fewer available troupes and do the speedy objective grabs etc.
This is probably more on the fluff side as Ulthwe are supposed to be mainly about their Guardians and to me this puts more emphasis on the Guardians to be involved in the action.

From the start of the Ulthwe list I would have preferred only a +4 strategy rating but the developers want it at +5 so it's either 2 troupes per host or small points increases across the list to help balance the gain (some see it as a massive gain).

Could some one point out why the Ulthwe need 3 troupe choices per host and why only allowing 2 spoils their lists.This may help future discussions on the list. :agree: as up to now I haven't had a problem putting a list together that I would use in a tournament setting.





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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Sun Jan 04, 2009 10:14 pm 
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no problem putting a list together, i just liked having a wider option of possible lists.
with a one aspect per gaurdian host limit you still wind up having the same basic limit on aspects for a two host army as a three i.e. a three aspect troupe war host is hard to field competativly with three gaurdian hosts and is against the rules with only 2 hosts right ?
i repeat myself on this subject pretty continueously, i would just prefer a less limited ulthwe list, perhaps less predictable would be a better description.

chroma- any thoughts on a smaller gaurdian mech infantry host, maybe with a 0-1 only rule. somthing like 5 or 6 falcons with gaurdians and a farseer, maybe with heavy weapon option only ? its less limting than the current list but forces the three gaurdian hosts everyone else seems to think is important, plus they wouldn't be blck gaurdians so no complaints that too many 1+ int. companies are available.
as far as my ulthwe lists ill try and post a batrep of that I.G ulthwe battle i just played, i took some pics but i dont have anything written down besides the lists so itll be sketchy.

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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Sun Jan 04, 2009 11:45 pm 
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Would a slight compromise work with the troupe choices,something like 2 troupes per Guardian warhost and 3 troupes per Black Guardian warhost.
This would probably only mean 1 extra troupe option in a 3000 point list but would help if some one wants run with only 2 upgraded warhost's and would mean 7 troupe options with 3 warhost's.
It may even make it worthwhile taking a Warlock titan and running a list similar to one "The Phantom" uses in UK tournaments and not be short of activations.


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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Mon Jan 05, 2009 12:43 am 
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that would probably get me to stop complaining :) and its a simpler solution than adding another type of warhost.

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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Sun May 31, 2009 2:43 pm 
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I make a full Craftworld Eldar Codex (in French) with some background for each unit. But I can't find any background about the Spear of Khaine in the sourcebooks I have (Wh40k Eldars codex, from 1994 to 2008).

Chroma, can you help me there ? :)

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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Sun May 31, 2009 2:53 pm 
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Quote: (Flogus @ 31 May 2009, 14:43 )

Chroma, can you help me there ? :)

The Spear of Khaine was first introduced in Codex: Eye of Terror and later had an 40k: Apocalypse datasheet.

It's, essentially, a warrior-minded group of Warlocks that accompany the Avatar in Ulthwé armies.  Not a lot has been written about them.

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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Sun May 31, 2009 4:41 pm 
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I do like the mech guardian idea. I might even bring myself to test such a thing (ug, eldar, feel dirty just posting).

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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Fri Jul 10, 2009 11:32 pm 
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After having a flip[ through this list last night and picking a 3000pt list to add a bit of variety to my Eldar gaming experience, i have to admit that i'm a fan.

I do have one complaint though and that's the 1 in 3 rule for black guardians.  It does restrict composition quite heavilly, meaning you have to have 3 guardian warhosts at a cost of 1000 - 1500 pts, leaving things a tad dull and predictable.  Since there's few aspects the guardians have to take up the slack, meaning an increased amount of points spent on upgrades in comparison to the Biel Tann list.

I can understand that the point is so as not to overload the list with black guardians, however isn't this balanced by their increased cost and their lack of similar options to the "Normal" guardian warhost?

It is often forgotten that vehicles and superheavies are also piloted by guardians and it makes sense for a dying race to be fielding large nos of vehicles and elite soldiers, rather than legions of guard esq infantry.

Would it really break the list to remove the 1 in 3 limit for black guardians?  I know i for one would still field normal guardian warhosts due to their lower cost and options for wraithguard and wraithlords but it's be nice to not have to, if i want to represent a fast moving, elite strikeforce of the type employed during the 13th Black Crusade.


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 Post subject: [NEW!] Ulthwé v3.3
PostPosted: Fri Oct 30, 2009 4:43 pm 
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Updated Eldar lists (that need to be combed for errors/typos) can be found here:

NetEA Eldar DRAFT Army Book

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