Saturday, April 02, 2011
Video battle report: Imperial Guard vs Eldar
Monday, February 28, 2011
Competitive Ulthwe revisited

Keeping in mind my rules for Ulthwe Army Lists:
- No Aspect Warriors
- No Wraiths
- Only Farseer as HQ
- At least one unit of Warlocks as the Seer Council
- Only Guardians or vehicles driven by Guardians
- Farseer w/Jetbike, Fortune, Runes of Warding
- 6 Warlocks w/Jetbikes, 3 Destructors, 2 Embolden, 1 Enhance
- 10 Guardians w/Bright Lance, Warlock w/Embolden
- 10 Guardians w/Bright Lance, Warlock w/Embolden
- 10 Storm Guardians w/2 Fusion Guns, Warlock w/Singing Spear in Wave Serpent w/Twin-Linked Shuriken Cannons and Spirit Stones
- 10 Storm Guardians w/2 Fusion Guns, Warlock w/Singing Spear in Wave Serpent w/Twin-Linked Shuriken Cannons and Spirit Stones
- 6 Jetbikes w/2 Shuriken Cannons, Warlock w/Destructor
- 6 Jetbikes w/2 Shuriken Cannons, Warlock w/Destructor
- Fire Prism w/Spirit Stones
- Fire Prism w/Spirit Stones
Tuesday, August 18, 2009
Video Battle Report: Ulthwe vs Tau
Please let me know what you think about this Battle Report format, especially compared to my other Video Battle Reports.
For this Battle Report, I fielded my Ulthwe once more against my buddy Norau's Tau army. We played a mission from an upcoming tournament.
Alpha mission: Objectives
If both players claim an equal number of objectives, they both get 8 Battle Points
If one player claims 1 more objective, he gets 10 Battle Points, whereas his opponent gets 6
If one player claims 2 more objectives, he gets 12 Battle Points, whereas his opponent gets 4
If one player claims 3 more objective, he gets 14 Battle Points, whereas his opponent gets 2
If one player claims 4+ more objectives, he gets 16 Battle Points, whereas his opponent gets 0
Beta Mission: Quadrants
A player that has 1-3 units (scoring or otherwise) in either quadrant that were not used as Deployment Zones, that player earns 1 Battle Point
If a player has 4 or more units in these quadrants, this player gets 4 Battle Points
Gamma Mission: Enemy Leader
The player that kills or routs the enemy HQ unit with the highest points value gets 2 Battle Points.
Check out www.invasion.no for more on the Invasion tournament.
Thursday, August 13, 2009
Some Ulthwe tips for a reader
Viktor said:
Hi!
I've started painting my Eldar guys, but I haven't a clue what to give the infantry and vehicles.
Which weapons should i give my Dire Avenger Exarch? What about the weapon platforms for the Guardian squads?
I want a Seer Council with a couple of Warlocks, and one Warlock in each Guardian squad. How should I kit them out?
I've written my list below. Should I make any changes to it? DO you have any tips on which weapons I should take?
HQ:
Seer Council 388 pts
Farseer: Witchblade, Shuriken Pistol, Ghosthelm, Runes of Witnessing, Fortune
Farseer: Witchblade, Shuriken Pistol, Runes of Witnessing, Guide
Farseer: Witchblade, Shuriken Pistol, Ghosthelm, Runes of Witnessing, Guide, Mind War
Warlock: Close Combat Weapon, Shuriken Pistol, Augment, Runes of Witnessing
Warlock: Close Combat Weapon, Shuriken Pistol, Augment, Runes of Witnessing
Warlock: Close Combat Weapon, Shuriken Pistol, Embolden
Warlock: Close Combat Weapon, Shuriken Pistol, Enhance
Warlock: Close Combat Weapon, Shuriken Pistol
Warlock: Close Combat Weapon, Shuriken Pistol
Elite:
8 Warp Spiders 176 pts
Troops:
Guardian Defender Squad: 168 pts
10 Guardians
2 Crewmen and Eldar Missile Launcher
Warlock: Close Combat Weapon, Shuriken Pistol, Conceal
Guardian Defender Squad: 168 pts
10 Guardians
2 Crewmen and Eldar Missile Launcher
Warlock: Close Combat Weapon, Shuriken Pistol, Conceal
Guardian Defender Squad: 163 pts
10 Guardians
2 Crewmen and Star Cannon
Warlock: Close Combat Weapon, Shuriken Pistol, Conceal
5 Rangers 95 pts
Fast Attack:
1 Vyper with Bright Lance 65 pts
1 Vyper with Bright Lance 65 pts
Heavy Support:
Falcon: 210 pts
Pulse Laser, Star Cannon, Shuriken Cannon, Holo-field, Spirit Stones
Wraithlord: 120 pts
Bright Lance
3 War Walkers: 300 pts
2 Star Cannons each
Points total: 1998 pts
A comment from the guy I stole the list from:
What's really great with it is that everything except the Rangers can move and shoot, so when the enemy gets closer i can just go backwards and still fire att my full potential. Or if i have to claim an objective i can walk there in the last few turns and take it while still firing everything.
I appreciate any help from a fellow Ulthwe player!!
Viktor
My response:
Thanks for writing in, Viktor! I don't see myself as an expert on competitive Ulthwe, but I have played quite a few games in a friendly setting.
First of all, your list is currently illegal. The list was written using the old Craftworld Eldar codex, which is outdated now. You should get the newest codex if you haven't already, and make your list out of that book.
HQ: You can have at most two Farseers. If you're going to field them on foot, I recommend taking Eldrad Ulthran. In fact, I rarely take two farseers. They are a support unit, and Eldrad is more than capable of supporting a fairly large Eldar army.
If you have some conversion skills, I'd recommend making a jetbike council. One Farseer with Fortune, Doom and Spirit Stones, six or seven Warlocks, 1 Enhance, 1 Embolden and the rest with Destructors. This unit can deal with pretty much anything in the game, is highly mobile and very resilient
A Seer Council on foot is pretty good, but they really need a transport, preferably a Falcon grav tank. My Seer Council is often like this:
- Farseer w/Spirit Stones, Runes of Warding, Fortune, Doom, Singing Spear
- 4 Warlocks w/Destructor and Witchblade
- Warlock w/Embolden and Singing Spear
Elites: Warp Spiders are great, but make sure they actually fulfill a role in the army. I haven't actually used them, but have played against them quite a few times. They are very effective, as long as the enemy heavy wepons have something else to shoot at. Keeping them away from assaults and small arms fire is often pretty easy, though.
Troops: Being Ulthwe, we need Guardians! Ten guys with a heavy weapon is great, but their greates weakness is morale. Lose three, and they have to take a Morale Check. As the Guardians will likely be in cover, they really don't need Conceal. They need Embolden! Cheaper and better.
Sneaky tip: If you take 12 Guardians and a Warlock, you have 13 models in the unit. A morale check from 25 % casualties is taken at 4 models lost. This is unlikely in a single round of shooting if they have sufficient cover, seeing as the Guardians often are a low-priotiry target.
I feel that the Bright Lance is the best weapon for them. With ten models, good cover and Embolden, they are a real pain for your opponent to get rid of, and a constant threat to his vehicles.
The Rangers really should be upgraded to Pathfinders. Getting that 2+ cover save is golden!
You ask about Dire Avengers, but they aren't in your list. I use them sometimes, and find that the Exarch is best kitted out with dual Shuriken Catapults and the Bladestorm power. They can be a pretty good tarpit against some enemies with Shimmershield, but far from all of the nasty gribblies out there.
Fast Attack: I really like Vypers, but they are very easy kill points. I often use two with Bright Lances myself. If you keep them in reserve, they can keep out of the worst trouble and get side shots on enemy armour.
Heavy Support: If you want a Wraithlord, take two. Also, a single Falcon will be shot out of the sky really fast. I often use a Wave Serpent tag-teaming with my Falcon, conserving my Heavy Support slots, and ensuring that at least one side of the Falcon will be safe from melta weapons. Weapon-wise, I recommend that you take only a single Shuriken Cannon on the Falcon, and use the Pulse Laser most of the time.
Three War Walkers with Star Cannons were great in 4th edition, but in this edition, each gun has one shot less, is more expensive, and because of easy cover saves . I take Scatter Lasers instead. Two shots more and much cheaper. Volume of shots are generally more important than armour piercing capabilities, especially against light transports and troops in cover.
General tips: You should consider more vehicles and Storm Guardians.
Flamers/Melta are more awesome than ever, Storm Guardians can have both. For a multi-purpose unit, take two Fusion guns and a Warlock with Destructor. Following up the shooting with a charge can be desvastation against the right foe. If you decide to let the Seer Council and Defenders do anti-tank, you can give the Storm Guardians two flamers. This will effectively eat up over 10 orks or a combat squad of Space Marines in a single round of shooting. Add in the fire from their transport and some supporting element, eliminating a full 30-ork mob in a turn is not especially difficult.
Vehicles are always good, and the Eldar ones are better than most. The Defender Guardians doesn't need transportation in my opinion, but Storm Guardians and the Seer Council do. With transports equipped with Star Engines, you can do some ridiculous objective grabs late game. Even in Kill Point missions, the Eldar vehicles are great because they can take a lot more punishment than the other races' transport vehicles.
Thursday, July 23, 2009
How I won my last "Capture & control"
I played a game of Warhammer 40k at GW Oslo last night. 1000 points on a 4' x 4' table, pitting my Red Corsairs against the loathsome Eldar. Seeing his list, I was not very confident in winning the game, especially if it would drag on to turn 7. The xenos had brought loads of firepower and even the Avatar was out for human blood.My 1000 points of Chaos boys are pretty much what I have painted for the army right now, so I didn't have much choice with regards to army selection:
- Daemon Prince with wings, mark of Tzeentch and Bolt of Change
- 3 Terminators with a single combi-melta
- 10 Chaos Space Marines with two meltaguns and a champion with a power fist
- 7 Thousand Sons with a sorcerer with Bolt of Change, in a Rhino
- 8 Khorne Berzerkers with a champion with a power fist, in a Rhino
- Avatar
- 8 Striking Scorpions with an Exarch with Scorpion's Claw, Stalker and Shadowstrike
- 3 Guardian jetbikes with a shuriken cannon
- 3 Guardian jetbikes with a shuriken cannon
- 10 Storm Guardians with two flamers and a warlock with Destructor in a Wave Serpent with Star Engines and Scatter Lasers
- Vyper jetbike with Eldar Missile Launcher
- Fire Prism
- 3 Shadow weavers
He won the roll for choosing sides and first turn and took it. I was more than happy to be assured the last turn of the game. I firmly believe that, especially in Dawn of war missions, having the last turn is more important than having the first. The player going second can often perform more risky manoeuvres than the opponent. This often yields better results overall.
In addition, we were battling over objective markers, and having the last turn is almost always more advantageous.
He deployed his Wave Serpent full of Storm Guardians behind cover, and I did the same with my Thousand Sons. I'm not going to recite a turn-for-turn report of events, but the battle went something like this:
Turns 1-4
I did my best to move up the board, getting mixed results. The Daemon Prince managed to immobilize the Wave Serpent and get over to his objective. The Khorne Berzerkers' Rhino got wrecked halfway across the board, on turn 3. They legged it to charge the Avatar, which proved way too strong for them. They did a single wounding hit to it and then died horribly.
The Thousand Sons failed utterly to do anything. Their Rhino got immobilized on turn 2, the sorcerer failed to hit anything with his Bolt of Change all game and the two times they shot at Eldar Jetbikes they either failed to hit or failed to wound. They didn't even have to take a cover save! Disappointing, but they at least managed to hold up the Avatar for a turn.
The Daemon Prince took a fair share of punishment, but the Mark of Tzeentch saved him on several occasions. The Guardians got tired of sitting idle in their immobilized transport and ran out to shoot and charge the Daemon Prince. They had obviously not read up on the capabilities of Daemon Princes. Even if they managed to take a single wound off him, he won the combat and ran them down.
Turn 5
Up until the Guardians bought it, I had only managed to kill two jetbikes and immobilize the Wave Serpent with my shooting. All the while, the Shadow weavers were taking a toll on all my troops. They killed something like two Berzerkers, three Thousand Sons and three Chaos Space Marines in total. I had nothing to respond to this, as they had been placed the corner opposite the objective. I couldn't afford to send anyhing to deal with them, so I just had to take the pain and enjoy the ride!
My opponent started to realize my plan in turn 5. I would just hold my objective with my Chaos Space Marines, while the rest of my army killed his fragile scoring units and held up the rest of his forces. When turn 5 came to a close, I had my objective. My three Terminators had deep struck down on his.
A friend of his rolled for the game to end, but it came up a 4, and we continued.
Turn 6
At this point I had Striking Scorpions running for my objective, and the entire Eldar army gunning down my Daemon Prince and Terminators. However, it was apparent that the Scorpions had little hopes of taking out the Chaos marines on my objective without support. The Fire Prism and Shadow Weavers pumped shots into them, but some nice armour saves saw only a few casualties. They were now down to six models.
In my turn, the Chaos Space Marines shot the Striking Scorpions, felling three. They promptly failed their morale check, and legged it. No hope of a last turn assault now. The Terminators assaulted the last remaining Eldar jetbike, which died three times over. I had the only scoring models on the table, and had a winning position, 1 objective to none.
My opponent's friend rolled again, and this time it came up a 5. The game went on!
Turn 7
The Scorpions rallied, but were too far away to assault, and didn't have line of sight to shoot, the Chaos Space Marines. The Fire Prism, Shadow Weavers and Vyper shot everything they had into the cowering marines, which got pummelled to the last man. Only the Aspiring Champion remained!
On the other side of the board, the Avatar assaulted the Terminators, which were cut down by the burning monster.
And with that, the game was over. I had two models remaining: The Aspiring Champion and an immobilized Rhino with no weapons left.
Victory to the Chaos Space Marines!
The only models I killed were his scoring units. He killed my forces to a man, but couldn't contest in the final turn. Good thing I immobilized that Wave Serpent with the Star Engines!
Wednesday, April 15, 2009
Ulthwe Eldar is competitive!
The two latest games were against Tau and Necrons. I'm actually surprised the list works as well as it does. I was under the impression that Aspect Warriors, Harlequins or Wraiths were required to fill some requirements in the Eldar army, but I believe I was mistaken. Of course, my success could be the result of blatant luck on my part.
After playing a few games, I find that the army and my tactics cover several aspects essential to a 40k army list; speed, firepower, close combat prowess and resilience. In addition to this, it forces the opponent to react to it, rather than the other way around, due to its speed, damage potential and the outflanking War Walkers.
Ulthwe 1250 points
Farseer - Runes of Warding, Spirit Stones, Fortune, Doom
5 Warlocks - 2 Singing Spears, 3 Destructors, Embolden, Enhance
3 Guardian Jetbikes - Shuriken Cannon
10 Guardians - Warlock (Embolden), Bright Lance
10 Storm Guardians - Warlock (Destructor), 2 Flamers
Wave Serpent - Star Engines, Spirit Stone, Twin Starcannons
2 Vypers - 2 Bright Lances
Falcon - Shuriken Cannon, Spirit Stone, Holofield, Star Engines
2 War Walkers - 4 Scatter Lasers
I wrote a post about tactics for this army @ 1750 points, but the same points are still valid.
I'm mightily impressed with what a Farseer and five Warlocks can do. Dooming a unit and throwing down three Destructor Templates is incredibly killy, even against units with good saving throws!
Scaling up to the big battles: Eldrad Ulthran!
In larger games, I'll take Eldrad instead of a standard Farseer. His ability to Doom two units simultaneously is incredible! The Falcon with the Seer Council and the Wave Serpent with the Storm Guardians can destroy most anything when they jump out and start handing out the hurt. There is rarely anything left! Cleverly placing the vehicles in front of enemies offering fire support will give the Guardians Cover Saves, and the Seers already have a Fortuned 4+!
I'm thinking of taking all Destructors for the Seer Council. WS5 and I5 on the Warlocks is awesome against Space Marine armies, and the ability to re-roll Morale Checks can not be underestimated. However, I'm wondering whether it is necessary. Three Destructors is very killy, but five is borderline insanity!
Will it win against (insert "web list" of the month here)?
The army isn't dead 'ard, but that's not the point. In a club setting you often want to play an army that will win when you play it well. Not just because it has 2+/3+i saves, master-crafted Thunder Hammers and twin-linked Multi Meltas, but because you play better than your opponent.
I firmly believe that any good tournament army should at least be able to win against anything the opponent can bring. If the enemy deploys 150 Orks, and you concede the game immediately because you brought 12 Lascannons and 25 Space Marines, it is your own fault!
This is what I mean when I say "Army selection win". In this setting, the meta game has become more important than the actual game itself, a trend I think will kill the tournament aspect of the hobby if it is allowed to flourish. Fortunately, 5th edition's focus on objectives have mitigated this quite a bit.
Monday, April 13, 2009
Video Battle Report: Eldar vs Necrons
The game was 1250 points, and the mission was "Capture and Control", from the main rulebook. In short, both players place a single objective marker in their own deployment zone. The player that controls more objective markers at the end of the game wins.
We are speaking Norwegian, but you guys should be able to understand what's going on anyway, as I've written about the action in English. If you have any questions, please do not hesitate to ask questions in the comments.
The music is by Clint Mansell, from the motion picture "Doom". Check out the Varese Sarabande website for the album. The tracks used in this clip are, quite appropriately, named "Doom", "Kill' Em All" and "Go to Hell".
Did I do any blatant mistakes? Would you have done anything differently? Feel free to comment! :)
Monday, April 06, 2009
Video Battle Report: Eldar vs Tau
I played a game of 40k against my buddy playing Tau at Oslo Miniature Games Club (www.2d6.no).
The game was 1250 points and the mission was Kill Points. To make things a little more interesting, we had a secondary objective at the center of the table. This objective was worth the same as having the most Kill Points.
I played my Ulthwe army, with no Wraiths and no Aspect Warriors. Seers and Guardians for the win! Fortunately, the Eldar vehicles are piloted by Guardians, or this army build would never work. The Falcon, Wave Serpent and the Vypers are essential components in the list.
We are speaking norwegian, but you guys should be able to understand what's going on anyway, as I've written about the action in english. If you have any questions, please do not hesitate to ask questions in the comments.
SPOILER ALERT! Watch the video before reading any further!
As for tactics, I made a few really stupid mistakes in this game:
- I lingered with my Wave Serpent, even though the Tau had a Twin-linked Fusion Blaster up its tailpipe. I should have used the Star Engines to get out of there immediately!
- I deployed too wide, and left units unsupported. My War Walkers were completely stranded, and my Storm Guardians and regular Guardians should have been dead thrice over! I was lucky, really lucky. Only two of the Guardian Defenders survived, and three of the Storm Guardians. Between them, they passed five Morale Checks and one Pinning Test. Really lucky, but not well played.
- I gave up the objective. Sure, the Falcon can take a lot of damage, but the Fusion Blaster-armed Battlesuit was still alive after turn 5, so he could have taken out the Falcon, and the 22 Fire Warriors would have had no problems in taking out the Seer Council! The game ended after turn 5, and I contested the objective. Lucky for me, but again, not well played.
All in all, I won, but it really could have gone either way. One more turn, and both Guardian units would have been wiped out, the Falcon and Seer Council were in serious jeopardy, and I would have been unable to reliably contest the objective.
Do you guys see any other mistakes I made? Could you have done better? Feel free to comment!! :)
Thursday, April 02, 2009
Prism Cannon
To get the effect on the prism itself, I simply started with a white undercoat, which I washed black halfway up the front. Then I stippled on the reds from Red Gore, into Blood Red, and finally Golden Yellow. A lot of mixing inbetween these colors, of course.
What do you guys think? Any tips on the lightsourcing technique would be awesome!
Tuesday, March 31, 2009
Finished: 5 Eldar Rangers
Their camo cloaks was painted Scorched Brown, followed by a liberal application of Graveyard Earth. Kommando Khaki for the top layer + highlights, followed by a dash of Flesh Wash in the cloak's creases. Then i applied Gryphonne Sepia over the entire cloak to smooth the rather course layering I had done, and to matt down the Flesh Wash. Finally, I touched up the highlights again, and the cloaks were done.
The undersuit was overbrushed dark grey, the face painted plainly with rather light highlights.
The blue gems are painted almost like described in the Eldar Codex: Necron Abyss, Enchanted Blue, Ice Blue (or rather something similar i mixed up).
All in all, I'm pleased with the result. They are clearly camouflaged, but at the same time interesting to behold.
Saturday, March 28, 2009
Eldar Fire Dragons boxed set
I plan to put them in my Falcon grav tank. Six Fire Dragons, with an Exarch with Dragon's Breath flamer and Crack Shot are the bane of tanks, monstrous creatures and heavy infantry alike. Incidentally, this is something I have struggled with in the past.
The Seer Council i have been using for the last few games are relegated to footslogging for the time being. Fortunately, they can take it, being fortuned and able to run and cast defensive Psychic Powers at the same time.
I'll probably get another Falcon. One Falcon with Fire Dragons, one Falcon with the Seer Council, and one Wave Serpent with whatever. There isn't much the opponent can do about this group of tanks when they come storming down the weaker flank of the board.
Friday, March 27, 2009
Battle Report: Eldar vs Tau
Wednesday, March 25, 2009
Test video: Painting Eldar Rangers
This is just a test video taken with my Fujifilm S7000 digital camera on a tripod. The quality is so-so, but considering this was taken late in the evening with poor lighting, it's not too bad.
Hopefully, I will take some video from the game of 40k I'm playing tonight.
Monday, March 23, 2009
Eldar :: Ulthwe
In the good, old days we had special rules for each of the five largest Craftworlds: Alaitoc, Biel Tan, Iyanden, Saim Hann and Ulthwe. Today, you can build armies representing all the Craftworlds from the same Codex, but even so the best lists are often very similar. All the armies are heavily mechanized, Guardians on foot are absent and Fire Dragons are the only anti-tank unit.
Is it possible to build an Ulthwe themed list that is competitive?
To make the list truly Ulthwe, I have defined the following set of rules:
- No Aspect Warriors
- No Wraiths
- Only Farseer as HQ
- At least one unit of Warlocks as the Seer Council
- Only Guardians or vehicles driven by Guardians
Here is my attempt at approximately 1750 points:
HQ
Eldrad Ulthran
5 Warlocks (Embolden, Enhance, 2 Singing Spears, 3 Destructors)
Troops
10 Storm Guardians (2 Flamers), Warlock (Destructor) in a Wave Serpent (Twin Starcannons, Spirit Stones, Star Engines)
10 Guardians (Bright Lance), Warlock (Embolden)
10 Guardians (Bright Lance), Warlock (Embolden)
6 Jetbikes (2xShuriken Cannons), Warlock (Destructor)
Fast Attack
Vyper (Bright Lance)
Vyper (Bright Lance)
Heavy Support
Falcon (Eldar Missile Launcher, Holofield, Spirit Stones, Star Engines)
3 War Walkers (6xScatter Lasers)
2 D-Cannons
Tactics :: Objective mission
Eldrad and the Seer Council sits in the Falcon, driving close to the Wave Serpent with the Storm Guardians. Their task is to take out the least defended flank, forcing the opponent to send forces to deal with them. If they are not dealt with, the Guardians can even take an objective.
Two Fortuned Eldar-transports full of models capable of dealing with hordes, tanks, walkers and elite troops should make the opponent nervous. Remind the opponent that they can move 36" per turn, and that the Guardians are scoring, and he will not ignore them. They will most of the time draw extreme amounts of attention from the opponent, and should be able to contest one objective at the end of the game.
One of the Guardian squads should park in cover close to the single objective you wish to control at the end of the game. The D-Cannons should also be placed close by, preferably out of sight. Ideally, this objective is on either flank, not in the center of your board edge.
The other Guardian squad should be placed on the other flank, about 30" away, and in hard cover. If they are in a ruin, use multiple floors to mitigate the effects of any template weapons targetting them. Remember that the enemy can only target one floor with a single template. This squad will most likely be ignored by the enemy, seeing as it doesn't control an objective, and there are always juicier targets about. Use them to shoot at enemy transports or deep-striking units trying to get to your objective. Two Bright Lances and Two D-Cannons are a big threat in 5th, with the extreme focus on mechanization.
The Jetbikes should try to delay any troops going for the objective. Destructor and Shuriken Catapults are great against hordes. Don't forget that the Catapults are Twin-Linked. Shuriken Cannons can take out or delay light transports like Trukks, Rhinos or Chimeras. Get that side or rear armour! The Shuriken Cannon's 24" range + the 6" Assault Phase move should keep them out of close combat until it is safe to charge. Don't be afraid to charge walkers. The Warlock is more than capable of taking them out.
The Vypers should zoom about like irritating insects, sniping tanks and elite units like Terminators, Plague Marines, Immortals or Zoanthropes. Their Range will keep them safe most of the time. If nessecary, they can stay next to Eldrad for some Guide goodness. Remember to stay out of range of Bolters and Meltaguns. "Feel free to shoot my Vyper with your Lascannon, just as long as you don't target the Falcon/Wave Serpent." It is often better to sacrifice a turn of shooting in order to redeploy and get that 4+ cover save, rather than gamble on that 4+ to hit. If you stay in the open, you present a juicy target to the opponent. Many Lascannon shots can be wasted on a fast-moving Vyper!
War Walkers should Outflank, either supporting the flank where Eldrad and his boys are doing their thing, or to support the Jetbikes delaying forces trying to take the "home objective".
Tactics :: Kill points mission
Try to get the opponent to take first turn. Put all units in reserve. If this happens, the opponent only has three to five turns to kill your units, while you have four to six. At the same time, you're forcing the opponent to react to your reserves, entering play where needed or right into cover/out of sight.
Use cover religiously! This is twice as important with units that are easy to kill in one shot, like Vypers or D-Cannons. Go to ground if neccesary.
If you're ahead, do a full retreat. Hide in a corner, behind buildings or behind bushes. Get those cover saves. The Vypers should fly all over the place if it can keep them alive for one more turn. Winning by a single Kill Point is enough, there is no bonus for winning by tree.
Hordes will likely not have enough anti-tank to hancle two Fortuned Grav Tanks. Keep them moving for that invaluable cover save. Tank shock and drop four Destructor Templates and two Flamer Templates if you can safely eliminate a unit. Don't get charged. War Walkers can Outflank and stay at long range.
Versus Space Marines or similar armies, Rhinos are top priority. Take out one and hide/run away. Drop Pods are also easy to deal with if the reserve rolls are in my favour.
The worst that can happen is that the opponent forces you to take first turn, and all your units enter play in turn two, with the opponent's units enter right after. If this happens, spread out so he can't bunch up on the fragile Eldar. Assault Terminators are nothing to fear, as they will only take out a single unit at most. Taking out the opponent's transports and fast-moving assaulters will win the day for Craftworld Ulthwe.
Thursday, July 17, 2008
Back to 40k for 5th edition
Aaand I'm back.
The 5th edition of Warhammer 40k is out, and MAN what a blast it is! I played my first game yesterday at GW Oslo, a 1000 point game with the following list:
- Necron Lord with Chronometron and Time Shifter
- 10 Necron Warriors
- 10 Necron Warriors
- 5 Necron Destroyers
- 1 Tomb Spyder
- 3 Necron Heavy Destroyers
- Farseer with Spirit Stones, Singing Spear, Doom and Guide
- 6 Fire Dragons with Exarch
- 5 Pathfinders
- 10 Guardians with Starcannon and Warlock with Conceal
- 6 Warp Spiders with Exarch
- Falcon with Scatter Laser, Holofield and Spirit Stones
- Wraithlord with Bright Lance
Highlights of the game
- Me making all my "We'll be back" rolls the first two turns of the game
- The Wraithlord falling to mere Gauss Flayer damage (He's normally impervious to mere S4 shots)
- The Necron Warriors sprinting up the field in one turn, and sprinting back the next as the small unit of Warp Spiders appeared. The Necron Warriors got slaughtered by the Warp Spider Exarch the turn after.
- The revelation for both players, when we found out that Troops are scoring to the last man!
- The Eldar attempt to kill the Necron Lord in the final stages of the game, almost succeeding, but the Lord lived thanks to his 4+ invulnerable save. No Orb no problem!




