Alaitoc 1850 - Warhammer 40K Fantasy
 

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Thread: Alaitoc 1850

  1. #1
    Member rhammi's Avatar
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    Alaitoc 1850

    Here's my list as of right now after some testing/changing.

    1850pts - Guess my overall Strategy is move forward with Rangers/Pathfinders, using warwalker as backup, The rest of the army, farseer, bikes, vyper, serpents w/ banshees/scorpions, and falcon to flank and then engage.

    HQ
    Farseer, Jetbike, Doom, Mindwar, Spirit Stones - 150pts

    Elites
    (9) Scorpions (1) Exarch, Biting Blade - 177pts
    Wave Serpent, Starcannon, Spirit Stones - 145pts

    (9) Banshees (1) Exarch, Mirrorswords, War Shout, Acrobatic - 192pts
    Wave Serpent, Starcannon, Spirit Stones - 145pts

    Troops
    (6) Rangers - 114pts
    (6) Rangers - 114pts
    (6) Rangers - 114pts
    (6) Rangers - 114pts

    (6) Pathfinders - 144pts

    (6) Jetbikes, (2) Shuriken Cannon - 152pts

    Fast Attack
    Vyper, Scatter Laser, Star Engines - 75pts

    Heavy Support
    Warwalker, (2) Scatter Laser - 60pts

    Falcon, Bright Lance, Spirit Stones - 155pts

    Last notes:
    I do see problems with this list, namely lack of anti-tank, and lack of any units to back up my main force with the rest flanking (i dont think the one warwalker will scare too many units away). Also I feel I don't have a very good unit core, my army only amounting to only 62 units. Any ideas? I also realize I accidentally posted this in a reply to my conversion questions, my bad.

    Last edited by rhammi; April 17th, 2007 at 09:49.
    -Alaitoc Ranger Force (1850pts)
    -Nucleonauts (started)

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  3. #2
    The Fallen Cheredanine's Avatar
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    Quote Originally Posted by rhammi View Post
    Here's my list as of right now after some testing/changing.
    Alaitoc is an interesting one, not seen it played first hand since the new codex came out, and given pathfinders have a low kill rate I can see it strugling without the ranger disruption table to slow your opponent down
    [quote]
    1850pts - Guess my overall Strategy is move forward with Rangers/Pathfinders
    [quote]
    What? this is a joke right? you out range all other astandard sidearms in the game, deploy one squad forwards to pin him back and use your scout move to move yourself back, donty move during the game, stay in cover as far back as possible and shoot
    , using warwalker as backup, The rest of the army, farseer, bikes, vyper, serpents w/ banshees/scorpions, and falcon to flank and then engage.
    you may want to consider using the rest of the army for 2 purposes - 1. counter assault for those that make it through the less than withering fire the rangers put out, 2- speed bump/distractions - to slow him down

    HQ
    Farseer, Jetbike, Doom, Mindwar, Spirit Stones - 150pts
    Not brilliant, what is he supposed to do? mindwar? then he doesnt need doom or the stones
    Elites
    (9) Scorpions (1) Exarch, Biting Blade - 177pts
    Wave Serpent, Starcannon, Spirit Stones - 145pts
    lose the serpent,. get the exarch stalker and shadow strike, save yourself about 100 points
    (9) Banshees (1) Exarch, Mirrorswords, War Shout, Acrobatic - 192pts
    Wave Serpent, Starcannon, Spirit Stones - 145pts
    much prefer executioner to mirror swords, if farseer is supporting these chaps then fine. Serpent needs vectored engines (assault units have to staqy in transport right under his guns for one of his shooting turns, as a basic rule, VE should go on transports for assault units (as opposed to transpotrs for shooting units such as DQ
    Troops
    (6) Rangers - 114pts
    (6) Rangers - 114pts
    (6) Rangers - 114pts
    (6) Rangers - 114pts

    (6) Pathfinders - 144pts
    Upgrade all the rangers to pathfinders - double your kills
    (6) Jetbikes, (2) Shuriken Cannon - 152pts
    Be better as 2 squads, but limited by FOC
    Fast Attack
    Vyper, Scatter Laser, Star Engines - 75pts
    lose star engines - waste of points, I prefer 2 shuriken cannon to a singel scatter lasers
    Heavy Support
    Warwalker, (2) Scatter Laser - 60pts
    Nice
    Falcon, Bright Lance, Spirit Stones - 155pts
    Nononononono a Falcons main gun is its pulse laser (the thing on the right of its turret, looks like a bright lance on steriods, to survive the falcon must move 6-12 inches per turn. so its other weapons must be defensive, replace the bright lance with a scatter laser, dont ever ever put bright lances or EML on Falcons, also it desperatley needs holo field
    Last notes:
    I do see problems with this list, namely lack of anti-tank, and lack of any units to back up my main force with the rest flanking (i dont think the one warwalker will scare too many units away). Also I feel I don't have a very good unit core, my army only amounting to only 62 units. Any ideas? I also realize I accidentally posted this in a reply to my conversion questions, my bad.
    Your problem, as I think you identify, is the lack of killing power in the rangers (always alweays take pathfinder upgrade), on average these 5 units, assuming you taken the upgrade, will manage about 5-8 MEQ kills per turn, whilst their absurd covver save (assuming there is enough cover to put them all in) will mean you stand a good chance agaisnt another static shooting army, against an assault army, this is too slow, they will hit you before you do sufficeint damage,

    At best therefore you need a lethal gun line and a couple of distraction units,

    nmore war walkers, some reapers, potentially DA would all strengthen your gun line (although I suspect peiople would start ignoring your pathfinders at that point)

    The 2 (good) distraction units are scorps and banshees, particulerly if you debus the scorps aas above

    The rest can go to use points to strengthen your gun line:
    (bikes, vypers, the scorps serpent - potentially even the falcon should all be sacrificed to give you more guns)
    Everything you have been told is a lie!


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    Member rhammi's Avatar
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    Alright I reworked the list again, changing my strategy around from the flanking one to more of a 'whittle down and mop up' plan.

    HQ
    (1) Farseer - Doom (for snipes/banshees), Mindwar (enemy chars), Spirit Stones (not sure about these) 120pts

    Troops (enough shots with enough AP1 potential to do some damage)
    (5) Pathfinders - 120pts
    (5) Pathfinders - 120pts
    (5) Pathfinders - 120pts
    (6) Pathfinders - 144pts
    (6) Pathfinders - 144pts
    (6) Pathfinders - 144pts

    Elites (counter attackers, now protection for enemies getting close to shooters)
    (9) Scorpions, (1) Exarch, Biting Blade, Stalker, Shadowstrike - 202pts
    (9) Banshees, (1) Exarch, Mirror Swords, War Shout, Acrobatic - 192pts

    Fast Attack (to fill in gaps as they arise)
    (1) Vyper, (2) Shuriken Cannons - 60pts
    (1) Vyper, (2) Shuriken Cannons - 60pts

    Heavy Support (now meant to support rather than flank)
    (4) Reapers, (1) Exarch, Tempest Launcher, Crack Shot (add more power to available firebase, however might reconsider missile launcher/fast shot for exarch for much needed anti-armor) - 217pts
    (3) Warwalkers, (2) Scatter Lasers/each (anti-mob/anything) - 180pts
    (1) Falcon, Scatter Laser, Holofields, Spirit Stones (needed some anti-armor) - 175pts

    I still feel like this list needs work, not enough anti-tank for my liking, with no wraithlord it seems like when one unit gets engaged with any sort of monstrous creature the rest of my army will easily fold, and also losing the transports for the elites makes me feel as if they may be too slow to effectively counter enemy threats.
    -Alaitoc Ranger Force (1850pts)
    -Nucleonauts (started)

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    The Fallen Cheredanine's Avatar
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    agree you are still potentially weak on AT an a little worried about the banshees without a transport,
    You could solve both problems at once by getting a serpent with TL ML or BL but where to get the points????
    Everything you have been told is a lie!


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    Member rhammi's Avatar
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    guess i could stand to lose some pathfinders/vyperness but id rather not...
    -Alaitoc Ranger Force (1850pts)
    -Nucleonauts (started)

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    Senior Member Fuzzy Wumpus's Avatar
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    Quote Originally Posted by rhammi View Post
    guess i could stand to lose some pathfinders/vyperness but id rather not...



    Personally I would drop a pathfinder squad to grab a D-cannon battery. They can make a nice perimeter that opponents are really hesitant to move into.

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    Member rhammi's Avatar
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    Quote Originally Posted by Fuzzy Wumpus View Post
    Personally I would drop a pathfinder squad to grab a D-cannon battery. They can make a nice perimeter that opponents are really hesitant to move into.
    yeah i did consider that option in favor of the falcon, but decided my gameplan did need some flexibility and the falcon offers better mobility for taking out ranged armored foes than a d-cannon battery. if only i could take more heavy support...
    -Alaitoc Ranger Force (1850pts)
    -Nucleonauts (started)

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