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When the new codex came out I realised just how screwed Ulthwe real was, so it's time for a new game plan. The purpose of this army is to hit with absolutely everything at once, withdraw, and then repeat.
I would like you opinions on what my HQ and other choice I have listed below to be
The Main Force
10 Dire Avengers
Exarch w/ second shuriekn cat and Bladstorm
- in Waverserpant with Shuriken cannon turrent, Shuriken cannon upgrade, vectored engines, spirit stones
10 Dire Avengers
Exarch w/ second shuriekn cat and Bladstorm
- in Waverserpant with Shuriken cannon turret, Shuriken cannon upgrade, vectored engines, spirit stones
10 Harlequins all with kiss
6 Fire Dragons
Exarch w/ tank hunters
Falcon w/ scatter laser, shuriken cannon, spiritstones, holofeild, vectoed engines
(Yes, Fire Dragons go in it)
Here where I need help
1. Prince Yriel and Uber Fire Prism
Yriel either follows Harlies or goes with a DA squad and FP kills other tanks and hordes
2. Autarch w/ jetbike,mandiblasters,laser lance
In a squad of 4 Shining Spears + Exarch (included in #) w/ star lance and withdraw
Anti light armour, Nidzilla killer, can kill weakened demon prince, fast, but vulnerable
3. Autarch w/ wings, mandiblaster, powerweapon, death spinner
In a squad of 8 swooping hanks + Exach (inclusive) w/ power weapon, skyleaper, intercept
Good Anti tank, can take on weaker or previously weakened units, can finish off what DA left behind, but vulnerable (maybe more so than bikes)
I'd say ground the avengers and maybe give them a shimmershield and defend, maybe not bladestorm. The idea here is that they're supporting the harlequins on the ground. You don't want them getting shot up or taking a charge and they will without support. And with an 18" range the avengers don't really need the transport.
Instead turn those wave serpents into a pair of prisms (they work better together) with holofields and stones. Note a prism decked out that way is only slightly more expensive than the serpent! (and uses the same model so if you magentize or use a tacky substance on some bits instead of glue you can go back and forth).
I'd give the falcon star enginess. Not everyone agrees on this, but personally I want that leman russ taken down NOW. And with that extra 12" on turn 2 I often can position the dragons and falcon so they survive after shooting on turn 2.
After those changes I would try and fit in option #2. It'll compliment the force nicely.
One thing to consider. Instead of a autarch you could use a farseer with fortune on a jetbike. Have him cast that on the spears and have them turboboost and you've got a unit with 3+ inv saves with re-rolls.
However in your army you might be able to sneak them up the side, though I find they make a good fire sink to keep shots off the DA.
Doing many of those changes would defeat the point of my army. With my main opponents being IG, MEQS, Khorne, and soon to be Horde Nids, Dire Avengers on foot get always get eaten like no tomorrow (heavy boltered/auto cannoned by IG and MEQS, and annihilated in close combat by korne and nids), they must be in the waveserpants so they can get to where they are needed and to take the turn to reload from a bladestorm in safety.
I thought about a farseer following up the harlequins and casting doom on the squad they assault and fortune on them, and for filling that role I don't really need a jet bike.
I need the Autarch for the +1 reserve role because most of my army would start in reserve if we role omega lvl.
The harlequins will not get shoot up, that is the point of the shadowseer. I don't have to worry till I get with 24" but even then the avg spotting distance is 12" well within their charge range, yeah fleet and ignoring terrain.
I have tested twin holofeiled spirit stoned Fire Prisms before and it doesn't really work for me, something always seems to go wrong.
I give you one point, I really do need to find the points for star engines on my falcon.
Overall it is about staying turn to the army idea, everything hits at once with a devastating conclusion. Thanks anyway
Hurm. I guess your friends play different than mine if they have that many heavy bolters but don't have stuff to drop the serpents easily.
However I still caution you about the harlies. Remember your opponent can step and fire. So when you move your harlies 16" away from them they have the option of steping foward and making a pretty easy roll. You need to be careful with the harlies around bolters.
Similarly a fair numbers of units in the nid army have a wider charge radius than the harlies. You can still come out getting the charge if you make them come to you and they get a bit to close on their turn. But again you still need to be careful.
You need a kickass ulthwe H.Q.?
Jetbike seer council
How about a Farseer with Guide and Doom (and spirit stones) to go with a Dire Avenger squad? And then either another Farseer like that or a Fire Prism?
Farseers can Guide their own Dire Avenger squad and at the same time Doom an enemy squad outside the transport. Then they all zoom up and kill away. Re-roll hits, re-roll wounds... needless to say you get a lot out of those shots, and the Farseer can protect them in close combat as well and gives them a little better leadership.
He'll go for 130 pts with all the needed upgrades.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
I suppose i should explain my friends armies a little so you guys can understand the core of my lists. They have only really been playing against my Ulthwe army (which almost always wins, 12-2-2 against them) that used a 10 man seer council in serpent, guardian fire base, and 6 vypers which they seem to fear more than anything else. So they have designed theirs list to attempt to counter this. In order to off set that I will occasionly play with my necrons (my first love) to make them balance out.
The Marines - this is always a shooty army with lots of heavy bolters and lascannons, more lascannons than anything, with a bike squad including a chaplain. The bikes ussualy manage to some how screw themselves and have never been much of a worry.
The IG- This is either a shooty army consisting mainly of auto cannons with a few ML and heavy bolters. He indoctrinate them giving almost all of the sharp shooter (reload all 1s for shooting) and stealth which gives them +1 cover save. Or he uses his "grenadier" army in which the army consists holy of special weapons and everyone can deep strike or infiltrate with one squad of grey knights devastators.
Khorne- Pretty straight forward, demon prince with dread ax, one bike squad to summon a squad of blood letters, a predator annihilator, and the rest is filled out with berserkers.
Nids- Warriors and genestealer heavy, maybe a tyrant or zoanthropes. He still has not assembled it, so it will a while till plays with it. He has just been telling me what he is planning to do.