Welcome to Librarium Online!
THAT IS THE QUESTION!
Okay. I am very new to Eldar and have decided to take Ulthwe. I am curious if this was a good decision or not. Plus, is 306 points much for a Seer Council.
the list can be very strong, as can all our lists. it's probably the most popular craftworld too.
i'm not an ulthwe player myself but i think around 300 points is par for the course. it does depend on what you want in it and what you want it to do though.
UlthwÃ© is a great army, but... what did you choose between?
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
Ulthwe tends to lie close to a vanilla army with the Seer council, and some little add ons like aspects and black guardians. So I'd have to say, that Ulthwe is a safe choice to start any Eldar Army even if you do not follow it to the near end.
but as asked, what is your alternative craftworld choice to Ulthwe?
Thats the only way where we can help YOU decide whats best for you.
Let me be your Wargaming Arms dealer.
I'm an Ulthwe player and though 300 odd points is usual for a seer council, you immediately buy one of the most survivable and psychicly helpful units in the game. So yes, I never go without a council of 3 farseers and 4 warlocks all with witchblades and assorted powers and yes they do weigh in at several hundred points. But, they have never let me down, especially against lighter armoured enemies of even the nightbringer himself.
If you perfect fighting with your 'normal ulthwe' as I have not, you can change the army in a flash to the far more tricky and tactically demanding ulthwe strike force. I have played with this army a few times and the results are always the same: Lose big, or win big.
I was thinking maybe otherwise Biel-Tan or Iyanden. For my seer council is 2 Farseers with each 2 different powers, witchblades, ghosthelms, runes of witnessing, and shuriken pistols. My warlocks have CCW's and SP's, 2 with augment, one with conceal, and the other with destructor.:wacko:
Never buy multiple powers for far-seers. Only being able to use 1 / turn makes having a second power worthless. The only exception to this would be if you're afraid of running into a Librarian and buying both Fortune and Mind War just incase he psychic hoods your first fortune.
I'd probably drop the destructor, footslogging you won't have alot of opportunity to use it, and having a cheap body in the squad isn't a bad idea at all. And unless you play alot of Grey Knights, drop conceal as well, it's useless in a squad with natural Invul saves.
Also, I'd never use witch blades on the majority of my warlocks. Doubling the cost of a 1 wound model is usually a bad idea unless it's a hidden model (ie. hidden powerfist).
Everything I have told you, even this, is a lie.
The only thing I DIDNT like about ulthwé was how close it is to plain eldar. I think that with proper restrictions, ulthwé could get more beneficial rules, such as only using one elite for every two squads of guardians, but all guardians (including crew) are black guardians.
Just a 3 second thought, not a lot of time put behind it.
I've seen a man roll 26 ones in a single handfull of dice, and Tycho die 49 consecutive times in 60 games. I've had a wolf lord never die (106 games) and a war walker kill a Force Commander AFTER its gotten both weapons destroyed. I've lived a full gaming life.
rules like that are in ulthwe strike force. all guardians are black guardians, vypers, jetbikes, walkers and heavy support platforms are bs4.
however, they are restricted to one elites choice (but as many dark reapers as you want, go figure), no falcons or wave serpants or wraithlords.
you do get a webway delivery system for your army though (at least half must be in reserve).
Ulthwe is a very safe choice to make. My personal preferance in size of seer-council lies about 250pts. Tough they are, but keep in mind their combat abilites arn't as up to scratch, because of this I leave as many points possible for other units.