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Ulthwe v4.1

 Post subject: Ulthwe v4.1
PostPosted: Sat Nov 03, 2012 2:16 pm 
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New version!

Previous discussion is here.

Changes:
Fire Prism cost reduced to 50pt.


Unit Reference sheets are in the Biel-Tan post.

The list is available from Armyforge at this link:

http://traitor-legion.appspot.com/choos ... thwe_NETEA

Note this is not the list in the index - Adam wants to keep that the compendium list to keep things simple for newcomers.


Now's the time when we all need to buckle down and test the changes from this and the previous version. I look forward to seeing feedback and battle reports!


Attachments:
UlthweList4.1.pdf [116.01 KiB]
Downloaded 1224 times

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 Post subject: Re: Ulthwe v4.1
PostPosted: Wed Dec 12, 2012 7:55 am 
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Glad to see the Spear of Khaine is finally free!


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 Post subject: Re: Ulthwe v4.1
PostPosted: Wed Dec 12, 2012 9:47 am 
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Any experiences with SR5 and init1+ Guardians? That was what demoted them to Developmental. Personally I haven't found them overpowered, but I suspect you need to be a better player than me to use them to full effect...


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 Post subject: Re: Ulthwe v4.1
PostPosted: Fri Dec 13, 2013 4:02 am 
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Ulrik wrote:
Any experiences with SR5 and init1+ Guardians? That was what demoted them to Developmental. Personally I haven't found them overpowered, but I suspect you need to be a better player than me to use them to full effect...


SR5 = awesome! Super strong. Do Eldar need that? I don't think so.

Init 1+ guardians for 50 pts increase = decent in Wave serpents 1-3 times in the army. No big difference with regular BT play.

Instead of SR 5 I would be in favour of giving Ulthwe one Strategy roll re-roll per game as long as the Council is in play, at the current price for the Council. True to the fluff, a distinct advantage, but does not reexamine every Eldar tactic out there.

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 Post subject: Re: Ulthwe v4.1
PostPosted: Sun Dec 15, 2013 9:34 am 
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Just FYI, the armyforge config has mounted guardians at 150 points.

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 Post subject: Re: Ulthwe v4.1
PostPosted: Wed Mar 26, 2014 8:18 pm 
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I played with the list -6-7 times recently! I feel that SR 5 is not that strong, they should be more of a "quick reaction force", than any other craftworld (SR 4). Ulthwé has his drawbacks (needs a large number of warhost to field specialized troops), and lacks the SM type superhero-teleporting terminator-Drop units, so it not that strong -it only has a chance to do something against SM armies :D

I think the list is well balanced, and very impressive. It wins not by it's superb units, but it's flexibility, which should be the characteristic of every eldar army list.

Go for APPROVED as it is now (4.1)!

(we will have a tournament in a few weeks, and i will go with this list! I already tested it against Salamanders, vanilla Marines, Blood Angels, Steel Legion and a Minervan tank regiment)


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 Post subject: Re: Ulthwe v4.1
PostPosted: Wed Mar 26, 2014 11:27 pm 
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Actually anyone knows, why does the Warlord is 2+ CC, and the Warlock is only 3+ ??


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 Post subject: Re: Ulthwe v4.1
PostPosted: Thu Mar 27, 2014 12:15 am 
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The Warlock is an "assault monster" having 9x CC attacks and 11x FF attacks, with two TK attacks either way. By contrast the Warlord only gets 8x attacks, none of which have TK capabilities - and it is 10 cm slower.

I suspect that 11 attacks at 2+ was considered a little OTT :D


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 Post subject: Re: Ulthwe v4.1
PostPosted: Thu Mar 27, 2014 12:44 am 
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A Warlock in CC kills pretty much anything as it is. 2+ isn't really needed!


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 Post subject: Re: Ulthwe v4.1
PostPosted: Thu Mar 27, 2014 5:57 am 
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Don't forget the AMTL lists Warlord can have Laser Burner(s) for free. This means +4 CC 2+ atacks, which is my nightmare :D why the hell they have 2+ CC stats?

Btw If someone from the target formation is not in BTB with the Warlock, he can also use the +2 EA TK shots against it (next to the normal 6+2TK in CC)


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 Post subject: Re: Ulthwe v4.1
PostPosted: Thu Mar 27, 2014 11:44 am 
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The warlock is plenty powerful enough and doesn't need CC 2+. I do feel that the warlord having CC 2+ looks quite strange and am not sure it is justified, but that's an issue for the AMTL discussion boards.

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 Post subject: Re: Ulthwe v4.1
PostPosted: Mon Mar 31, 2014 5:03 pm 
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Is there any more reasons, to keep the list DEVELOPMENTAL?

Just the SR 5, and Black Guardians 1+?


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 Post subject: Re: Ulthwe v4.1
PostPosted: Sun Apr 13, 2014 6:58 pm 
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Hi, everyone!

I participated in a tournament in our country with Ulthwé eldar. I only took 1 unit of mechanized black guardians, so nothing special hapened because of the OVERPOWERED 1+ init :D IT was just a common game, against AMTL, IG SL, and nids (Leviathan I think). All the games were very balanced, I won them because of the support fires. SR 5 was not so important, against armies with low SR, so it's just only a question against SM -well, I think they deserv some challenge :D

So, my opinion is go for developmental with this list (according to my last 7-8 games experiences..)!


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 Post subject: Re: Ulthwe v4.1
PostPosted: Mon Apr 14, 2014 8:22 am 
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pati wrote:
Is there any more reasons, to keep the list DEVELOPMENTAL?

Lists gets made Approved when they have enough battle reports posted up (at least 5 games from 3 different groups across the world).

Take some notes and photos and write up some reports! It might take an hour or two but isn't hard.


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 Post subject: Re: Ulthwe v4.1
PostPosted: Mon Apr 14, 2014 1:39 pm 
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You might find this thread relevant to understanding the approvals process:
http://taccmd.tacticalwargames.net/view ... 69&t=24023

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