Showing posts with label Ulthwe`. Show all posts
Showing posts with label Ulthwe`. Show all posts

Thursday, January 9, 2014

Army Updating – Embracing Change


Army Updating – Embracing Change

                It is always difficult to embrace change, especially when you have become very used to performing tasks a specific way.  When the 8th edition of Warhammer Fantasy came out back in July of 2010, many players were upset because they were forced to adapt their armies and play styles to a new format.  The game changed on a scale that required a hard reboot on how many people not only built their armies but also how they played the game.  The idea of Multiple Small Unit (MSU) armies went the way of the dodo and the era of large units and destructive magic began.  As I had just gotten back into Fantasy about a year and a half before 8th edition had come out, I only had one army to really update and that was my Wood Elves.  When I made the decision to update the army, I had to look at how the new game system operated, what rules directly impacted my army the most and most importantly what tools I would need in order to survive in the new “age” of Warhammer Fantasy.  The fortunate part of updating at the beginning of the new edition was that I was able to embrace the new edition with open arms because I knew a new army book was not coming out soon and I would be able to play with the army for a long time.  I also was aware that all of my old tactics would not be useful and as a result be providing a disadvantage to me rather than help me be successful.

                So for my Wood Elf army I capitalized on Mobility, Focused Firepower and Assassination as my primary objectives for building the army.  I was able to break down how I felt the game would flow and make tactics and decisions about the army that created positive results and I was able to use units that the “current meta” or “tournament” scene did not find useful.  There were many of our gaming clubs however that did not embrace the new edition and struggled with realigning their tactics to work with the new rule set.  Some of those players quit, took breaks from playing or struggled through the edition until they figured out what worked for them.  Therein lays the issue that many gamers face, a lot of people like making “a list” that they use over and over.  Gamers prefer what is familiar and as a result will seek to use that which is familiar in their gaming.  Many struggle for a while when a new book or edition comes out because they are forced to reprogram their mind as to how the unit works in the new book from the old book.

                With the release of 6th edition Warhammer 40,000 in June 2012, I was faced with a similar dilemma.  I had been playing 40k 5th edition so much with the same “lists” for my Eldar and Black Templars that most games were almost auto-pilot in some regards.  However in 6th edition, Games Workshop completely changed the way the game system worked.  In 5th edition the Assault phase was king, and armies that brought units that could unleash a hellstorm of attacks in close combat were devastating.  You could blast your transports forward at full tilt and if they survived the next turn because they weren’t Destroyed or Exploded, you could disembark your death squad and assault the hell out of your opponent.  Now in 6th edition, the game is far more shooting oriented.  Assault armies have been nullified and the day of the bolt-gun has dawned and the day of the chainsword has set.  An incredible amount of army configurations were nullified when 6th edition came out, especially with the advent of Allies and Fortifications.  So with all the changes to transports, shooting, assaults, the reimplementation of overwatch, flyers, pre-measuring and Look out Sirs, the additional confounding issue that I ran into was that two of my armies were getting updated within a few months of each other.

                 With all of these compounding changes and rules, I began to struggle with trying to build the “list” to use in this new edition.  I then ran into the additional issue with the release of the Escalation and Stronghold Assault rule sets.  It became painfully apparent that the days of having “one list to rule them all” were long over.  Keep in mind that until my children were born I was pretty keen on being a competitive player in both Fantasy and 40k.  As my children reached their delivery date, I began to slowly back away from that mentality as my free time to spend playing in tournaments was severely impacted.  There are now far too many variables and options to make a viable and competitive all comers list that you could participate with in a tournament.  The advent of D weapons in standardized game play and the Forge World becoming official.  Games Workshop suddenly began inundating the market with options and rules for everyone and marked all of these options as “Official”. 

                 So with all these new options and accessible rules, I still struggled trying to come up with a list that I felt was “right”. 

                 It has been pointed out to me that once I have decided upon a theme that is loosely or tightly based off what I feel is fluff that I will put arbitrary restrictions on myself on what I feel “fits” the way a specific chapter, craftworld or army should be played and what units it should contain. 

                 Despite my own self imposed restrictions which tend to be more of a hindrance than helpful, I am faced with updating two armies I have owned for a very long time; my Black Templars and my Ulthwe` Eldar.  I played both of these armies as assault armies in 5th edition, so when the new codices were released I realized that the days of ramming it up the center and assaulting with a hammer were over.  The reason is mainly because these days everyone and their mother bring more than enough firepower to deal with a unit or two breaching their perimeter.  Tactics and strategies I once used are now no longer viable.  What is a player to do in an edition where his army book and rule set have changed within six months of each other?  An additional conundrum is what is a player to do when new rules have been implemented that change the entire face of the battlefield?

                The answer is simple in this respect.  It took me a few weeks to figure out what I wanted to do mainly because I have always built a list first then built the army after.  Any small tactical changes which required units being swapped out was always done in the initial stages as to now waste money or time.  Now I have to throw all of that methodology out and adopt the new practice of building units that I am familiar with or like and making a list when the game is decided upon.  It is entirely possible that in a week I could be invited to play a 2,000 point game of 40k, a 1500 point game of 40k, a 2.5k game of 40k with Lord of War allowances and a 2000 point game with Stronghold Assault rules.    A single list isn’t going to be very effective in all those games but having units that I like and know how to use is. 
 
So enter the age of the collection lists and bid a fond farewell to the days of the static all comers list used in every game.  Enter the age of lists that will have more guns than blades and where the battlefield and battleforce are equally dynamic.  Enter the age of spending more time creating a unit with a story and then fleshing out that story every time you play.  Lastly, enter the age were its finally possible to build a narrative and create a fun and exciting game.

While this issue isn’t as prevalent in Warhammer Fantasy 8th edition, I still have a Wood Elf army that will need to be updated in 2014 which I am both excited and dreading!
 

Armies on the Update Docket:
1. Ulthwe` Eldar – I want to create a themed Ulthwe` Strike Force that I can sub out options and maintain the Guardian and Seer Council theme.

2.  Black Templars – I want to build a narrative crusade full of characters, knights and zealots who are still determined to bring the Emperor’s wrath by bolter and chainsword.

3.  Wood Elves – this army will be getting updated sometime this year.  I can only pray that they do a good job with the book and do not unintentionally make most of its builds impossible to play successfully.


So I’ll wrap up this long winded whine with the realization that I have become more casual than competitive and honestly, it doesn’t bother me in the slightest.  That is not to say that whatever lists I use are not going to be efficient and cock-punching but I can guarantee they will be fluffy themed and fun too!

Hopefully, this year will be filled with interesting and fun hobby updates as I build my armies.

Monday, November 5, 2012

Ulthwe` Eldar and 6th Edition.

As I complete more and more of my Bretonnian army in preparation for next year's Fantasy OFCC, I find myself needing to also sate that desperate need to play my Eldar once again.  Since Warhammer 40k 6th edition has come out, I have only had the opportunity to really play 2 games and so my experience with the new meta has been limited. 

Now that is not to say that I have not been observing and discussing the changes with friends of mine who have been playing.  I just haven't been able to play test the themes and ideas that have been bouncing around in my head.  In 5th edition 40k, the game was rather rote.  Cast Fortune then Turbo-boost flat out with 3-4 skimmers full of warlocks, storm guardians and farseers while the rest of my army drops templates on you.  Next turn - cast fortune, cast doom, assault X unit with 3-4 units and move on to the next until game was over.  Now that 6th edition has come and the game has drastically changed from what many were used to, I find myself in that unfortunate position of having three very distinct issues that are very difficult to overcome. 
1.  I have an older and outdated codex that is having a bit of difficultly maintaining viability.
2.  I have to really change the army composition I spent years honing to perfection and develop a new army list to play in casual/tournament games.
3.  I have to learn to play with the new meta and how the new rules affect the way I am used to having my armies operate. 

Now this isn't a new situation, when 8th edition Warhammer Fantasy came out I was able to easily shift how I played my Wood Elves and was rather successful at it.  For some reason and I don't know why, I am unable to find a list that I like in 6th edition that has all the elements I enjoyed in the previous edition.  I think some of this resistance stems from the fact that I have progressed in my skill as a hobbyist and painter and when I pull out my Eldar, I can readily see the hobby sins I committed long ago.  This makes me want to go out and purchase new models and repaint the army to the new standard of what I find acceptable to field that I have painted.  Also, with all the Eldar rumors that were circulating about new units and a codex, it makes me hesitant to invest any money in the army when in a few short months it could all drastically change.

So I have vowed to try to make a 2000 point list that encompasses the fluff and theme of the Ulthwe` Eldar but still is able to handle most of the armies that I would face at our local gaming club.  My main desire is to get a highly effective list down by the 40k OFCC next year and take part in that event as well.  So with that said here is my first attempt at a 6th edition list:

2000 Pts - Company of the Damned - Ulthwe` Eldar Roster


HQ
Farseer w/ Runes of Warding, Spirit Stones, Fortune, and Doom on a Jetbike
5 Warlocks w/ Enhance, Embolden, and Destructor on Jetbikes
Troops
5 Pathfinders
10 Storm Guardians w/ 2 Fusion Guns and a Warlock with Enhance mounted in a Wave Serpent with Twin-linked Shuriken Cannons
15 Guardians and a Warlock with Enhance and a Shuriken Cannon
15 Guardians and a Warlock with Enhance and a Shuriken Cannon
3 Guardian Jetbikes and a Warlock with Enhance and a Shuriken Cannon
3 Guardian Jetbikes and a Warlock with Enhance and a Shuriken Cannon

Fast Attack
3 Wasp Assault Walkers w/ Scatter Lasers and Shuriken Cannons

Heavy Support
Warp Hunter Grav Tank
Warp Hunter Grav Tank
Firestorm Grav Tank

Total: 2000 pts.

We'll see how this army does moving forward.  I should hopefully do well since it has a solid HQ, powerful Heavy options and six Troop selections to hold objectives.  My fondest and dearest hope is that in the future codex that the prices on some of the units and vehicles come down and/or there are better Skyfire support options.  It is painful to read the newer codices and see how far behind the power curve Eldar have fallen with their outdated rules.  Now I'm sure if I'm able to playtest this list at least a dozen times I'll either love it or find the spots where I am definitely weak.  I do know that I wish I could include more Star Cannons into the list but that would require shrinking my 2 Guardian squads by 5 models each.

The other option is to bide my time and continue to collect/build the Dark Eldar but I haven't nailed down exactly what I want to do with The Crimson Sigil as of yet. 

Anyway, I'll hopefully have some more hobby WIP's next post or perhaps the first 50 pt Warmachine list I've been working on for the Retribution of Scyrah.

We'll see!

Wednesday, June 9, 2010

Wargames Wednesday at Ancient Wonders

This Wednesday proved to be a great day for Warhammer and Warhammer 40k.  A lot of great games were going on and I was able to capture some battle reports and pictures of some of the games.
Games for Wednesday:
John's Ulthwe` Eldar vs. DJ's Ultramarine 7th Company Bike Army
Shawn's Orks vs. Jeremy's Chaos Space Marines
Tom's Khorne and Tzeentch Warriors of Chaos army vs. Eric's Dwarves
Chuck's Tomb Kings vs. Josh's Empire
Aubrey's Nightbringer Necrons vs. Jimmie's Deciever Necrons

I pitted my Ulthwe` Eldar Company of the Damned against DJ's Ultramarine Bike army.  I liked DJ's army and what he wanted to do with it.  He used the points denial strategy in that he held everything in reserves the entire game which I felt probably was a huge disadvantage for him against my Eldar. 
We played Spearhead deployment with Kill Points for mission.  Here is my deployment while DJ was in reserves.










Here is DJ's Ultramarine 7th Company.  He had multiple bike squads with Attack bikes and a captain and librarian mixed in.











Here is Turn 2 where he had 3/4th's his army come in.  Sadly he turbo-boosted everything and that proved to be his undoing when I was able to swing into position and unload with everything.









Here is the bottom of turn 3.
As you can see he doesn't have much left of his army due to extremely good rolls on my part and terrible rolls on his.








Bottom of Turn 4.

Top of Turn 5 ended up with my Storm Guardians removing the remaining unit of bikes on the board along with my Seer Council and Dark Reapers batting clean up and removing what was left of his army. 

End of game at Turn 5:
Ulthwe` Eldar 8
7th Company Ultramarines: 1




Here is Shawn and Jeremy's game.  As you can see Shawn was ready to rock and Roy was for lack of a better term "Super excited!"







Here is the bottom of turn 5 for Shawn and Jeremy's game.  Shawn's dice were not his friend this game, that and how in the hell does a Chaos Space Marine Raptor squad of 8 survive 44 flamer wounds and then 34 flamer wounds and only lose 4 guys?  Seriously, wtf??

At the end of the game Jeremy held 2 Objectives to Shawn's 1.




Here is a picture of Tom and Eric's game.  I sadly forgot to take more pictures of his army due to my game going on.  I also didn't get to photograph the other 2 games in the other room. 
I've got a game against Tom's Warriors of Chaos in 2 weeks and man...my Wood Elves are awesome but his army is so damn tough. 






So... if you are bored on a Wednesday come on down to Ancient Wonders and grab a game.  We always have a LOT going on. 

Monday, June 7, 2010

Eldar D-Cannon Weapon Support Batteries WIP

I recently obtained two of the new Support Weapon Battery kits from GW.  I know I'm an odd duck for voluntarily choosing to use the Support Batteries but I really, really dig them.  I've used every type of Heavy Selection in the Eldar Codex (not the Night Spinner since it's a. not in the codex and b. just came out) and I made the decision to put away my Fire Prisms and go back to basics.  i.e.  Dark Reapers, War Walkers and Heavy Weapon Support Batteries. 
The Heavy Weapon Support Batteries I will detail in another post when I go into tactics for the Eldar army and their unit choices.  In the meantime enjoy the WIP images for my new D-Cannons!

Monday, May 24, 2010

The Fluff is a lie?

This is a two part post the first will be about my game Sunday and the second part will consist of the myth of fluffy lists being weak.
Part 1 - Orks vs. Ulthwe` Eldar
Sunday I played against Shawn's Ork army with my fluffy Ulthwe` list.  It was an objective game with 5 objectives and pitched battle deployment.  I used my 2k list mentioned previously in an earlier post against a very fast and tough Ork list.  Due to focus fire and good target priority on my part, I was able to pull out a win at the bottom of the 5th turn with 3 objectives to Shawn's 1.

Deployment pre-game.











Turn 3 - you can see the huge killing field in the center of the table where an absolute beat-stick mob of Nob Bikers met the combined force of 2 Storm Guardian squads and a Seer Council with some pretty handy D-Cannon Weapon Batteries softening them up.








Turn 5 - The Ork Nob Biker squads have been killed and I'm able to focus fire the rest of my army on a single unit while I make a mad dash to the objectives.











Part 2 - Fluff vs. Creampuff
The common stance in 40k is that if you make a list that is "fluff" that it's not going to be a tough list.  I labored under this misconception for a while until I started to finally master the units that are in my list and use them effectively.  Suddenly my fluffy lists are even more effective than my tournament lists.  How did this happen?  I spoke with a few folks and the common stance is: Experience.  You learn how to use what you have, and after 10-20 games with the same list you know how the units perform and can properly adjust your tactics to suit that unit.  I'll go into more detail in a moment.

Let's take a brief segue and look at some different types of armies and how they function - e.g. let's break down my 3 armies that I possess and how I perceive their strengths and uses.  I'll also list some other armies based on my experiences with them and my perception of how they work.

1.  Black Templars -  I see the Black Templar army as a full-fledged Space Marine Assault army.  Their codex and army composition supports this line of thinking as well.  The troops are given the option of using bolt pistols and chain swords or a boltgun.  The Emporer's Champion has a vow that increases their combat effectiveness by augmenting their strength by 1 and reducing their initiative, allowing them to reroll misses in close combat, granting them a 6+ invulernable save or the ability to nullify psychic powers that strike them.  The elite choices can take Furious Charge and be equiped with all sorts of Power weapons.  Templars run TOWARDS you instead of away from you when they take casualties from shooting not to mention they are also Fearless in close combat.  These types of advantages built into the army makes it a no-brainer that they should be run as an assault army.  They excel at it. So, as a result, I make my lists around the idea that I want these guys in close combat.  I include transports that disgorge fanatical witch-hating zealots into the fray, I run them directly into your biggest knot of guys in order to kill kill kill.  If I attempted to use this army like you would a normal Space Marine army - i.e. a lot of shooting, I would fail miserably - and trust me I have!  As it stands now, when I play my Templars as an assault based chapter and go on the offensive during the game I win a good amount of the time.
2.  Wood Elves - In Fantasy most combats are resolved with hand to hand.  The Wood Elf army sadly is not very strong in this aspect.  Most of the army is T3 and lacks the staying power or ranks that support your standard block-formation fighting that you see in practically every army in Fantasy.  Wood elves are exceptional archers.  The suffer no penalties for moving and shooting, no penalties for moving through forests and they have units that excel at hiding in forests and unleashing a barrage of arrows that can wipe out the toughest units.  My Wood Elf army as a result is built around movement, archery and multiple-unit combats.  My first few games of Fantasy were perhaps some of the most educational games I could have hoped for.  I had my teeth kicked in six ways to Sunday because I tried to play the army in a way it was not designed.  You can't effectively charge into combat with a single unit of Wild Riders and expect to win reliably.  You can not hit a unit of Ogres with a group of Wardancers and expect to deal out enough wounds to kill 4 of them and suffer no respite for it.  No, you have to hit that unit with both Wardancers and Wild Riders in order to get enough dice rolling to make those Ogres die.  You can't have your super tough Treekin take on 10 mounted Knights of Chaos and expect them to win.  Yes they are tough but they really do not have any staying power unsupported.  After I figured out how this army works, I haven't really lost a game since.  Well, not lost a game by a Massacre I should say.
3.  Ulthwe` Eldar -  This is my army of choice.  This was my first army and the army I had to temper my playing with in order to figure out the game.  If you thought my Wood Elves were a finesse army, you should take a good look at the Eldar codex.
                 The common theme in most 40k armies revolves around the stat-line.  Space Marines are BS4, WS4, T4, S4, I4 and 3+ armor save.  Orks are generally BS2 WS4 T4 S3 I2 6+ armor save.  Imperial Guardsmen even worse BS3 WS3 S3 T3 I3 and 5+ armor save.  Now if you look at an Eldar model it's going to be BS4 WS4 S3 T3 I4 5+ armor save and also be fleet.  So just looking at these stat lines you would naturally assume that the Space Marines dominate everyone.  1 on 1 maybe.  However each of those troops have something that makes them unique or special.  Orks get more attacks in close combat and get Furious Charge making their special niche close combat.  Imperial Guard have the option of numbers or even better Armor.  Imperial Guardsmen can climb into a Chimera and gain protection for a relatively cheap cost.  Therefore their special niche is Armored Combat.  Space Marines are pretty much above average at everything and so as a result they perform above average in most capacities.  In a game where dice are the determining factor of success, being above average is a big advantage.
               Now let's look at the Eldar; He's weaker, not as tough, not as many attacks, doesn't really have a point effective solution for armor, hrm.... what makes them special? Fleet? I guess you could use Fleet, the ability to run d6 inches in the shooting phase and launch an assault is nice.  There has to be something that makes them balanced against other armies but what is it? 
Eldar have the ability to make your army not function the way you want it to.
Eldar have several advantages when it comes to their army composition:
A. Psychic Powers - They have powers that allow for rerolls on shooting hits, to wound rolls, failed save rerolls, rerolling leadership, augmenting WS and Initiatve, Heavy flamer templates, concealment, rotating armor on the battlefield and picking off any character with a psychic assault.
B. Psychic Defenses - Eldar can make it to where you have to roll 3d6 for any psyhic test and add them together where anything 12+ = perils of the warp.
C. Unique squad selections that excel at their design - Eldar can take an entire unit of WS4 Power weapon wielding Banshees, or a full unit of BS4 Meltaguns, a unit that has 48" Str5 Ap3 Heavy 2 missile launchers with a BS4.  They have units that can generate over 40+ attacks at S4 and WS5 with rending.  The Eldar army can also unleash a barrage of firepower to rival any army by just fielding the appropriate units.
D.  Unique weapons that ignore the stat line - Witchblades wielding by Farseers and Warlocks can wound on a 2+ and are Str9 vs. vehicles.  D-Cannons are Ap2 and wound on a 2+ (a 6 to wound = instant death) not to mention against ANY armor they glance on a 3-4 and penetrate on a 5-6.  Their Vibro-cannons autoglance vehicles.  The have lances that treat all armor above 12 as 12.  They have transports that reduce your weapon if it's higher than Strength 8 to 8.
E.  Unique Stat Lines - Eldar have units that have invulnerable saves of 4+ or Toughness of 6 or even worse a Wraithlord with a Toughness of 8.  Eldar have by far the best transports in the game.  Fast skimmers that if properly kitted can move 36" in a single turn.  The Eldar have units that you just don't see in other armies because they are specialists.  Also, the lowest initiative for an Eldar is 4, the average is 5.  They almost always strike first which is important.

It is these types of advantages that help outweigh the disadvantages of the army - which are numerous.
A. Everything except the Wraithguard and Wraithlords are Toughness 3.  You will generally wound the entire army on a 2+.
B.  The average armor save for the army is 4+.  Most weapons in the game are Ap4 or Ap5 which autolifts Eldar.
C.  Expensive units - the average cost of an Eldar is about 16 points for an Aspect Warrior.
D.  Absolutely no staying power without synergy and psychic augments.

                So when I sit down to make an army list for Eldar, I figure out what exactly I want to do with this army.  I play an Assault and Skirmish type of army.  This means that I need to be faster than my opponent and hit him hard and fast and remove the unit I attack then run away and repeat the process.  I have no ability to stay in combat unless I field something like a Seer Council and even then it becomes a rather expensive war of attrition because my opponent can keep throwing cheap troops into the fight and bog them down.  I have to make lists that excel at killing fast and killing well otherwise I get boned, and badly.  So I take units that allow me to ignore your toughness, or use flamer templates so I don't have to use my BS3 of my Guardians.  I take weapons that wound on a 2+ or can turn your vehicles inside out because unlike most armies.  Eldar armies are small.  This type of army however is generally different from what you see from other Eldar players.  Many Eldar players play very shooty lists that involve moving from place to place and utilizing Aspect warriors to carve out the main meat of their opponents army.  Just look at my friend Mike's Eldar list.  He runs Dire Avengers, Swooping Hawks and Falcons and does just fine against a variety of opponents.  It really boils down to picking your fights as Eldar and disallowing your opponent from cornering you.  Roy described the Eldar the best - "They are freaking Ninjas man."
Now after all of this breakdown of what Eldar are good at and blah blah blah, let us get back to my original statement.
The Fluff is a lie?

               When I first decided to get into 40k and my friends tricked me into playing (I'm looking at you Roy and Shawn), I read the Eldar Codex.  The Eldar codex was chock full of neat little lore bits and fluff.  The Craftworld and paint scheme that appealed to me the most were the Ulthwe`.  The Damned as they are call, really called out to me as "This is your craftworld".  They had the colour scheme I liked, the lore was really cool and also they didn't use Aspect Warriors in large number.  I remember building the list and really liking the Dark Reapers, the Storm Guardians, Maugen Ra and the idea of the Seer Council.  I liked the Rangers and the Wave Serpents and how the army emphasized  a fast and furious type of combat.  So when I sat down originally to play I made at least 40 lists in 6 months.  I think Roy saw me go through more incarnations of Eldar than Michael Jackson had plastic surgery (too soon?).  After a long while, I finally figured out how the army worked and said "to hell with making power gamer lists, I'm going with fluff" expecting to lose a lot but still enjoy playing.  Ah...the common misconception that fluff armies suck... how naive I was...
            An army only sucks if you suck at playing it.  If you look only at the stat line of a squad and base your opinion of their worth solely on that without playing them, you could and generally are overlooking a good unit.  Guardians are the very definition of suck, seconded only to Imperial Guardsmen if you look solely at their statline.  I would like to point out that with Guardians as my primary fixture in my list, I kicked serious ass in tournaments and also in normal games with them.  Why?  I know how to actually use them.

So the Ulthwe` fluff goes as follows:
They utilize Guardians as the bulk of their forces since their closeness to the Eye of Terror has taken it's toll on the Craftworld's Aspect Warrior population.  The Ulthwe` also have an inordinate amount of psykers compared to other craftwords.  Ergo: Guardians and Warlocks make up the bulk of their army.  According to the older codices, Dark Reapers are also the only Aspect that makes its appearance on the craftworld thanks to Maugen Ra using Ulthwe` as his base of operations until he rescued Altansar.
So the issue here is - am I disguising douche bag tournament lists under the banner of fluff?  Am I using Ulthwe` fluff to justify taking a Seer Council and D-Cannons and Dark Reapers?  The answer is yes and no.  I am not making douche lists, however due to the fact that I have a ton of experience with the units I choose for these lists - they become very, very effective.
So for an experienced player, does making an effective fluff list mean that you are disguising a power gamer list as a fluff list?  I don't know the answer to that one.  I compose my lists out of what I feel fits the Ulthwe` theme or any theme for whatever army I am running.
Anyway...
I'm getting rather long winded and sadly short on time so I will sum up this wall of text and perhaps revisit it in another post with:

Fluff or no fluff, an army is only as effective as it's general!

Friday, May 21, 2010

Fluffcore? Making the fluffy Ulthwe` list.

After the 'Ard Boyz tournament I've been really thinking about how to retool my list from it's current incarnation.  I've made the Super Friends lists that annihilate you and I've made the lists that are just random wtf?  Both are fine and have their places (mainly tournaments or teaching someone how to play) however, I am getting more and more into the mindset that I want to play my army as Fluff or not at all.  After rereading the older edition codexes (codexi? codi? hrm...oh right) I mean codices and several of the supplement books such as The Eye of Terror and Codex: Craftworld Eldar , I've really gotten into designing armies that follow the older designs.  I like using Guardians and the obscure units that really are never seen in most games because they are not as effective as other selections in their group.
I could easily make an entire army list using squads such as Seer Councils, Banshees, Fire Dragons and Wraithguard and call it "You get no armor saves and if you do I still wound on a 2+" but that isn't a fun list for me to play.  I've really gotten into the idea of using an offensive strike force that is dependent on EVERY unit to work together rather than a single squad on another.  I've done a ton of number crunching, test scenarios and general theoryhammer when making "the list".  Everytime I play something that is a tournament level list, I really do not have any fun.
It's gotten to the point where I only enjoy playing my fluffy based lists, and I do BETTER with them than I do the full balls out tournament list.  I think this last 'Ard Boyz proved that when I ran with not 1 but 3 units of Guardians and not a single Aspect Warrior and still ended up on the top 2 tables in the last round.

Yes, that's right.  I played Fluff in 'Ard Boyz and I kicked ass.

So.. I will be playing a series of games using my new fluffy list and we'll see how it goes.  Win, Lose, I don't really care - to me it's an Ulthwe` list through and through.  Hell I even took out my Fire Prisms and I loved to use them.


Company of the Damned - Eldar Ulthwe` Strike Force - 1500 points

 Seer Council of Ulthwe`
Farseer w/ Runes of Warding, Spirit Stones, Doom and Fortune - 145
7 Warlocks (2 Destructor, 1 Enhance, 1 Embolden) - 215
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
10 Storm Guardians w/ 2 Flamers and Warlock w/ Enhance - 132
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
10 Storm Guardians w/ 2 Flamers and Warlock w/ Enhance - 132
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
5 Dark Reapers w/ Exarch, Eldar Missile Launcher and Fast Shot - 217
2 D-Cannon support Weapon Batteries w/ Warlock w/ Embolden and Singing Spear  - 133
3 War Walkers with Twin Scatter Lasers - 180
Total: 1499

Company of the Damned - Eldar Ulthwe` Strike Force - 2000 points

 Seer Council of Ulthwe`
Farseer w/ Runes of Warding, Spirit Stones, Doom and Fortune - 145
7 Warlocks (2 Destructor, 1 Enhance, 1 Embolden) - 215
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
10 Storm Guardians w/ 2 Flamers and Warlock w/ Enhance - 132
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
10 Storm Guardians w/ 2 Flamers and Warlock w/ Enhance - 132
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
5 Dark Reapers w/ Exarch, Eldar Missile Launcher and Fast Shot - 217
2 D-Cannon support Weapon Batteries - 100
10 Wraithguard w/ Spiritseer Warlock w/ Singing Spear and Enhance - 399
10 Guardian Defenders w/ Scatter Laser, Warlock with Enhance - 135
3 War Walkers with Twin Scatter Lasers - 180
Total: 2000

 Company of the Damned - Eldar Ulthwe` Strike Force - 2500 points

 Seer Council of Ulthwe`
Eldrad Ulthran, Farseer of the Ulthwe` - 210
7 Warlocks (2 Destructor, 1 Enhance, 1 Embolden) - 215
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
10 Storm Guardians w/ 2 Flamers and Warlock w/ Enhance - 132
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
10 Storm Guardians w/ 2 Flamers and Warlock w/ Enhance - 132
Wave Serpent w/ Shuriken Cannons and Star Engines - 115
5 Dark Reapers w/ Exarch, Eldar Missile Launcher and Fast Shot - 217
2 D-Cannon support Weapon Batteries - 100
10 Wraithguard w/ Spiritseer Warlock w/ Singing Spear and Enhance - 399
10 Guardian Defenders w/ Scatter Laser, Warlock with Enhance - 135
10 Harlequins w/ Death Jester, Shadowseer and Troupe Master - 240
Maugen Ra, the Harvester of Souls - 195
3 War Walkers with Twin Scatter Lasers - 180
Total: 2500

Monday, May 17, 2010

2010 'Ard Boyz Tournament May 16th.

The Ard Boyz tournament has come and gone.  I have to say that out of the three battles, I really enjoyed my second one the most.  I'm not going to bother posting the bat reps mainly because after 3 2500 point battles it just gets kinda hard to remember everything I did every round so I'll just sum it up here.
Game 1 - Ulthwe` Eldar vs. Black Templars = Ulthwe` Win
Game 2 - Ulthwe` Eldar vs. Sisters of Battle = Draw
Game 3 - Ulthwe` Eldar vs. Space Wolves = Loss

There were three big failings in this tournament that I will comment on. 
1. Mission Types - The first mission type was straight up Victory points and that was fine.  The second mission was not well done since every battle in the second mission was a DRAW.  The third mission was a complete piece of shit - everything that moves over 6" counts as 3 kill points.  Oh really?  Gee that means my army is 45 god damn kill points?  Awesome, thanks GW.  The only army that had more kill points than I did was the opponent I fought in the 2nd round who had 51.  I was not pleased with these missions, I was hoping for more objective style missions or perhaps missions that involved something other than "hey let's kill all your shit".
2.  Quality of Player - There were some big douche bags in this tournament.  The person running the tournament was awesome.  He did a great job of being fun and fair but the douche count was super high.  This really isn't something that can be helped since assclowns will flock to these types of events in hopes of boosting their shitty self-esteem using miniatures as proxy.
3.  My list - I should have said screw fluff and gone full Assbeatery.  I should have dropped my Guardians, taken a unit of Pathfinders and Wraithguard as my 2 Troop selections and thrown a full unit of Banshees, Fire Dragons and an Eldrad toting Seer Council down my opponents throat with Maugen Ra and 3 units of Dark Reapers hailing death from the backfield while my full unit of Harlequins danced their dance of death at anyone foolish enough to get close.  I will say however, kicking as much ass as I did against a Wolfwing-Missile Launcher-Logan Grimnar-Foehammer army with Guardians, felt good. Real good.  If I decide to compete again in 'Ard Boyz - Fluff is gonna go bye bye and me disallowing you armor saves is coming in full force.  Douche list? Yes plz.

Here are some pictures of the Tournament, primarily deployment and some battle pics.  Of the games played, the Sisters of Battle was the most fun.  I kept chiming in after every transport blow up "MORE SISTERS??" They would NOT go away.  I swear he had 5000 of them.  Crazy battle nuns. 


Hope you enjoyed the pictures.  I have a game against Ogres Wednesday and we'll see how I do with my new Wood Elf list.  There will be blood, oh yes buckets of it.

Saturday, May 15, 2010

2010 'Ard Boyz List for May 16th. Company of the Damned

I think I've finalized the list I'm going to use tomorrow for the 'Ard Boyz 2500 point tournament tomorrow at Ancient Wonders.  I am hoping to be able to remove 2 units a turn and cripple my opponents ability to make their list function how they want it to.  Some people may call this list "beardy" but frankly I don't care, I'm not using any Special Characters nor Aspect Warriors.  This is going to be a straight forward Ulthwe` list of assbeatery!

Company of the Damned - Ulthwe` Eldar Strike Force 2500

HQ: Farseer w/ Runes of Warding, Spirit Stones, Fortune and Doom - 145
6 Warlocks - 4 Destructor, 1 Enhance, 1 Embolden - 210
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
HQ: Farseer w/ Jetbike, Spirit Stones, Fortune and Doom - 160
6 Warlocks - Jetbikes, 4 Destructor, 1 Enhance, 1 Embolden - 330
Troops: 10 Storm Guardians w/ 2 Flamers
Warlock w/ Enhance - 132
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
Troops: 10 Storm Guardians w/ 2 Flamers
Warlock w/ Enhance - 132
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
Troops: 10 Guardian Defenders w/ Scatter Laser
Warlock w/ Embolden  - 125
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
Troops: 10 Wraithguard
Spiritseer Warlocks w/ Enhance - 396
Heavy: Fire Prism - 115
Heavy: Fire Prism - 115
Heavy: 3 War Walkers w/ twin Scatter Lasers - 180

 Total: 2500

Strengths: 4 Troop selections - 3 of which are in Transports the other being T6 w/ 3+ armor save.
2 Councils - 1 to serve as distraction while the other annihilates.
Opponent psykers must roll 3d6 for psychic tests and anything 12 or higher = perils
2 units can be Doomed a turn
12 Flamer templates - 10 heavy, 2 large templates
Lowest weapon skill - WS3 on War Walkers and Guardian Defenders- everything else is WS4 or higher.
Lowest initiative 4.
Every unit can wound on 2+

 Weaknesses: Guardians as basic troops so entire army sans Wraithguard are S3 and T3.
Must use Multiple units to assault a single unit in order to secure victory.
AP5 autolifts troops out in the open.
3 very expensive units of 300+ points
15 Kill Points in Army.

Overall Strategy:  Take every unit in a transport and blitz forward 36" into opponents deployment zone.  Unload and use Transports as screens to prevent additional assaults.  Use Jetbike Council and Wraithguard defensively to take out outflankers as well as protect Fire Prisms and War Walkers.  Unload everything into 1 unit per turn til it's gone then move onto the next.  Due to defensive strength of Jetbike Council and Wraithguard, I do not have to worry about advancing enemy.  Everything on defense wounds on a 2+ or is Ap2 and wounds on a 2+.  4 Troop selections should be able to hold objectives without being contested if I'm able to secure a corner in opponents deployment zone and move diagonally towards the opposite corner of my deployment zone.  This should provide a large Kill Zone for the Prisms, Walkers, Guardians and Wraithguard as the Storm Guardians and Council dig out my opponents entrenched units.  Every unit except Wraithguard and Walkers remove cover saves due to flamer templates and hopefully if Doom is properly applied I can inflict so many wounds that my opponents dice will fail.

We'll see how it goes!