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which 1850 ulthwe list

786 views 11 replies 7 participants last post by  Viktor 
#1 ·
Coucil--486
3Fseers
wichblade mindwar gosthelm and spistol
2Fseers
sspear Fourtine gosthelm ans spistol
2warlocks
Embolden witchblade and spistol
2warlocks
enhance withcblade and pistol
Wave serpent W/Brightlance and spiritstone-135

Avatar-80

10 striking scorpions w/ haywire grenades-216
Exsarch w/cruchingblow and biteingblade
Wave serpent W/Brightlance and spiritstone-135

5 Black guard defenders W/ brightlance and warlockW/ concel and spistol-122
5 Black guard defenders W/ brightlance and warlockW/ concel and spistol-122
5 Guard defenders w/ starcannon-90
5 Guard defenders w/ starcannon-90

Wraithlord W/starcannon-120

5 Dark Reapers exsarch W/ Missle launcher and fast shot-233

Total:1829

or​

Coucil--541
2Fseers
wichblade mindwar gosthelm and spistol
2Fseers
sspear Fourtine gosthelm ans spistol
2warlocks
Embolden witchblade and spistol
2warlocks
enhance withcblade and pistol
Wave serpent W/Brightlance and spiritstone

9 striking scorpions and Karandasw/ haywire grenades-510
Exsarch w/cruchingblow and biteingblade
Wave serpent W/Brightlance and spiritstone

5 Black guard defenders W/ brightlance and warlockW/ concel and spistol-122
5 Black guard defenders W/ brightlance and warlockW/ concel and spistol-122
5 Guard defenders w/ starcannon-90
5 Guard defenders w/ starcannon-90

Wraithlord W/starcannon-120

5 Dark Reapers exsarch W/ Missle launcher and fast shot-233

Total: 1827​

which do you suggest?

i know i put alot into a few units but saisly this and anout 5 banshess and a falcon and a warwalker are the only modles i havent included in these lists
 
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#3 ·
I don't really like either of them... you focus way too many points in your Seer Council and end up with few strong units that will have a hard time earning their points back. It will be better if you cut down a lot on your Seer Council and double the numbers in your Guardian squads. I also suggest you foot-slog your units... the enemy will have no problem taking down 2 Wave Serpents with 1850 pts worth of heavy weapons. If they shoot down your Council's Serpent, it is over. I never use more than 3 Farseers in my council, or it will be too expensive to be effective.

Generally, the problem is that you are maxing up units and try to get them into CC. You know, if you tone down your units a bit you will have as much power but more spread out so you can actually manage to kill the enemy within 6 turns.
 
#4 ·
The seer-council is purely tough....when it comes down to killing they only really do well against light infantry. As Victor said, cut down the size, 250pts should be good enough to feild a sizeable and effective seer-council.

Your scorpians also cost too much. They don't need a transport because they can infiltrate with stealth and are also tough enough to survive shots. The wave serpant is a waste of points at the moment. The scorpians themselves are also over equiped, they don't need haywires or krak and plasma grandes. A simple squad will do you good enough.

Your Gaurdians do need bulking up as said before hand.

Dark Reapers are good but I se them being abit inflexible.


Generally I think both those lists will get trounst upon, I think they both need re-work. You need a more balanced force.
 
#5 ·
I noticed the f;aws in my army and completly redid it for a 1500 point tourny me and my friends held and i got 2nd of around 8

i had a 200pt seercouncil
an avatar

10 banshees in wavw serpent

scorpions infiltrated

wraithlord

fa;con
and dark reaperd
 
#7 ·
in an ulthwe army you should always have two very big, like 15 to 20 man black gaurdin sqauds
 
#8 ·
I would sugest something closer to this... approximations made due to my not being near my codecies at the moment.

Seer council
2 seers, one with fortune and guide, another with fortune and mind war.
3 locks, 1 with emboleden, 2 with augment
SP, CCW all around

black guardian defenders
20 man
heavy weapon (star cannon is most GI givable)
lock with conceal, SP and CCW

black guardian defenders
20 man
heavy weapon (I would go bright lance here, but a second star cannon is viable too)
lock with conceal, SP and CCW

Striking squorpions
8 strong
haywire grens
exarc-crushing blow, stealth, squorpion's claw

Wraithlord
Starcannon

Falcon
CTM, spirit stones, star cannon

Warp Spiders
8 strong
Exarch-additional DS, P Blades, withdraw

Tis just me though.
 
#9 ·
wasted points on the spider exarch. they should be kept out of combat easily with their movement.

im not a fan of ctm on falcons, theres only so much size three you can be concealed by. holo field and spirit stones is far more viable.

haywires on scorpions? ive mentioned it before and been chastised for it and im beginning to agree with the people who shot me down on it. why give a specialist cc unit who eat light infantry for breakfast and meqs as a light lunch a 30point upgrade in case of emergencies??

and crushing blow on an exarch who has s8 already. why? just because it's in the codex doesn't mean you have to use it
 
#10 ·
AgentMage2012 said:
Seer council
2 seers, one with fortune and guide, another with fortune and mind war.
3 locks, 1 with emboleden, 2 with augment
SP, CCW all around

black guardian defenders
20 man
heavy weapon (star cannon is most GI givable)
lock with conceal, SP and CCW

black guardian defenders
20 man
heavy weapon (I would go bright lance here, but a second star cannon is viable too)
lock with conceal, SP and CCW

Striking squorpions
8 strong
haywire grens
exarc-crushing blow, stealth, squorpion's claw

Wraithlord
Starcannon

Falcon
CTM, spirit stones, star cannon

Warp Spiders
8 strong
Exarch-additional DS, P Blades, withdraw
Interesting list there I would argue a few points though. The seer-council I would have limited to 1 psychic power per Farseer as it is common for people to over spend on this unit. Also I would have only given singing spears or witchblades to the farseers and left only combat weapons and pistols for the warlocks. If a warlock died thats roughtly 20-30pts wasted.

Also I would consider not having two big squads of Gaurdians. People say this is so for Ulthwe armies but I prefer multiple squads of 10 Gaurdians. This makes your force more flexible, eg: 40 shots on Firewarriors seems over the top, 20 shots + platform should be anough but if you need more it's easy enough to aim another squad at it, but if you did kill it with the first 20 you have another 20 to aim somewhere else.

theriddles said:
im not a fan of ctm on falcons, theres only so much size three you can be concealed by. holo field and spirit stones is far more viable.
This is only matter of preferance. Though I would assume if you had CTM you prevent from being shot so Spirit Stones seem to be a bit of a waste.

theriddles said:
haywires on scorpions? ive mentioned it before and been chastised for it and im beginning to agree with the people who shot me down on it. why give a specialist cc unit who eat light infantry for breakfast and meqs as a light lunch a 30point upgrade in case of emergencies??
I would agree....haywires make scorpians expensive and when you have other units to deal with vehicals the precaution seems hardly worth while. If you needed to deal with a vehical on a "just in case" moment the claw should be caution enough. I would agree with keeping the crushing blow, why strike a dreadnought at strength 8 when it can be done at strength 9.

theriddles said:
wasted points on the spider exarch. they should be kept out of combat easily with their movement.
I disagree, having a save of 3+ can allow them to hold up for a while/support another unit and an exarch can be scary in combats. I would disagree with having an additional deathspinner though, hardly nessesary with the new rules on rapid fire weapons. Withdraw also means that if they get assault by something equally as fast (assault marines) they can deal their own share of damage as well as pull back at the end for a round of shooting.
 
#11 ·
Heiromyo said:
I would agree....haywires make scorpians expensive and when you have other units to deal with vehicals the precaution seems hardly worth while. If you needed to deal with a vehical on a "just in case" moment the claw should be caution enough. I would agree with keeping the crushing blow, why strike a dreadnought at strength 8 when it can be done at strength 9.
because how many times will you be in combat with a dreadnaught? strength 8 is enough 90% of the time and you want to waste 10 points for the minority of instances.
 
#12 ·
theriddles said:
because how many times will you be in combat with a dreadnaught? strength 8 is enough 90% of the time and you want to waste 10 points for the minority of instances.
I agree, you should just shoot the Dreadnought anyway... :wacko:
 
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