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NehemiahD
03-16-2011, 03:33 PM
The Idea of this list is to run the 2 seer councils right in front of the enemy. The wave serpents will be fortuned before they move flat out. the next turn they disembark and assault anything that is there. Meanwhile the pathfinders hold home objectives, the storm guardians move out to capture/contest other objectives and the harlies and dark reapers act as a defensive unit. Tell me what you guys think.

1999 Points

Eldrad: 210

Farseer: Doom, Fortune, Spirit Stones, Runes of Witnessing. 145

Warlocks x10: Enhance, Embolden. 270
Wave Serpent: Cannon, Catapult, Spirit Stones: 110

Warlocks x10: Enhance, Embolden. 270
Wave Serpent: Cannon, Catapult, Spirit Stones: 110

Pathfindersx5: 120

Pathfindersx5: 120

Storm Guardians x16: 173
Warlock: Enhance, Singing Spear.
Flamerx2

Dark Reapers x4: 182
Exarch: ML, Fast Shot

Harlequinsx x10: Kisses x8, Fusion Pistol x2. 284
Troupe Master: Power sword
Shadowseer: Kiss

davel
03-20-2011, 01:19 AM
with seer councils some destructor would be worth it to deal with hordes. both units are going to need to stay close to eldrad to get fortune.
a canny opponent will shoot his transport first. leaving the 2nd with out support.

to save points remember rangers can go to ground for a 2+ save

flame storm guardians need a transport. with destructor on warlocks you can give them melta which works better than spear.
your assault element is already strong but if you want strong assault drop spear for blade. Or go destructor for more flame or conceal to give them a chance of getting across board.

dark reapers suffer in dawn of war set up as they have to walk on , plentiful cover saves are also a problem, crack shot may be better option ( works great on other Craft eldar tanks)

quins i would recommend having some un upgraded quins to remove as casualties. typical ploys against quins are trying to scattering blasts. Watch for land speeders/ bikes who drive up to them to apply shooty/burny death. can you get away with out fusion pistol difficult to say. Most of your anti tank is short range or cc so a Mech eldar army will give you problems.
quins work well on doomed squads due to increase chance to rend.

dave l

DrLove42
03-20-2011, 03:59 AM
It is a nice different list but is going to ger reamed in any competive sense. In 2000 points the only AT you have (really) is 1 missile launcher. The fusion pistol is incredibly short ranged as is the (one) spear you have. At a push the cannons can pop something lighter, but anything army thats slightly meched is gonna pound you into the ground

If the guardians are supposed to move out and contest objectives, how do you propose they get there? Walk? They only have a 5+ armour save so every gun in the game (nearly) will just slice them apart. If you keep them conceal would be a better warlock power in that squad

Drop the storm guardiens down (or altogether), use those points to give the warlocks in transport some spears so they have some AT power.

How are the Farseers supposed to keep up with the transports if they just zip off on turn 1?

davel
03-20-2011, 06:08 AM
Firstly i should point out THIS IS NOT A VALID LIST, AND YOU CANNOT USE IT. Warlocks MUST buy a physic power, so the cheapest a unit of 10 warlocks can be (with the cheapest power, embolden) is 300 points.

Other than that (pretty huge) problem....

i,ve checked the codex the wording is may take, though under normal circumstances i can't see the point in not though these assault squads are an exception.

How are the Farseers supposed to keep up with the transports if they just zip off on turn 1?

join warlock squads serpent can carry 12 models pg 63

apologies Nah did not see you had a 2nd far seer for redunance. Look out for grey knights they are rumoured to have some anti psyk nasty

Dave l

DrLove42
03-20-2011, 06:31 AM
Thats really bad, i read it this morning to check and swear it said MUST take...it does say may. Must have been reading the farseer entry...

Point redacted

NehemiahD
03-21-2011, 11:13 AM
Ive played twice with this list and its been a blast every time. Dr.Love, you said i dont have anti-tank, well their are 22 witchblades! thats allot of anti tank, and also, the farseers are in the transports! they fortune em up and move flat out, so a 4++ cover save. I recently played a longfang spam list and the 2 serpants took all 15 missile shot without a scratch, Ive also played DE and those dark lances didnt seem to hurt em either. However, where my list seems to suffer is when i dont have fortune up. DOW really hurts my list. And the storm guardian, well they are super fun to use, when i said they go out and take objectives i was talking more midfield, I reserved em one game and them turn 3 came on and flamed the heck out of some greyhunters then assaulted, killed em all and consolidated closer to objective, next turn i got on the objective and went to ground. I do ackknowledge your point though that they are pretty fragile! but their fun so i'll take em. Hope this clarify's.