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I'm starting up playing 40k again and am looking at making an Alaitoc Ranger force. I just got the new codex and upon paging through it I am in part confused if the old craftworld codex rules still apply to Alaitoc. My four reasons for this concern are 1) force organisation (old craft codex allows 2 extra troop slots) 2) Ranger disruption tables 3) Pathfinders as elites and 4) Pathfinders lose AP 1 on 4+ to hit. Assuming that this new fourth ed. codex overlaps the new rules, I'm starting to plan on building most of my force as basic rangers, with only 1, maybe 2 pathfinder units in a 2000pt army. In order to create a stark contrast between ranger and pathfinder, I'm considering converting basic guardians into rangers. I realize this sounds intensive but meh its gonna be a long summer. My ideas are using marine scout sniper rifles for this basic rangers (to represent them being away from the craftworld, perhaps not having access to the long rifle, converting it to a similar function) so I would also add to the marine scout sniper rifles eldar runes/ammo from the guardian ammo pack sprues in place of the skulls/autofeeders. The hardest part would be making cloaks similar to that of the ranger boxed set, but I've had experience with green stuff so I'm not too worried. Also, I was thinking off coverting the shoulder optic mounted looking things (dont know piece name exactly) into eyewear for a few of the rangers. To set the pathfinders apart even more, convert the plastic rangers into more elaborate pieces, expanding their capes etc. If anyone had any ideas on how to set the two apart it would be appreciated. List-wise I'm thinking of making just a general-fight all army of about 2000pts total, with about 800-1000pts just core rangers/pathfinders. The other half I was thinking of making into a counter attack portion, scorpions in serpent, vypers with anti-mob/light vehicle weaponry, war walkers with similar weapons, falcon with pulse laser/bright lance, and farseer w/jetbike and a jetbike squadron. I understand that this list includes no wraithlords, but I'm trying to make a scout fluffy army and I feel like the lumbering slow wraithlord wouldnt fit in. I do see a gaping hole with no power weapons right now but this is more of a workin list and I haven't added the points up all the way yet, perhaps there would be room for a banshee squadron as well. So yeah any help with the list also would help me out. Sorry for all the words this was long.
No longer applies, only 6 troops ansd Pathfinders are now just an upgraded troop (so you can have 6 units of pathfinders)My four reasons for this concern are 1) force organisation (old craft codex allows 2 extra troop slots)Gone, made up for tio a degree by low cost pathfinders2) Ranger disruption tablesnope, as above, pathfidners are troops3) Pathfinders as elitesas per codex, pathfiders till pretty neat, dont see why people would take Rangersand 4) Pathfinders lose AP 1 on 4+ to hit.
Everything you have been told is a lie!
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High Overlord Saurfang yells: IT'S OVER NINE THOUSAAAAAAAND!!!!!
Anyway,I'll answer what few questions I can:
1 - Old craftworld rules no longer apply. The army list has been made more flexible to accomodate making fluffy craftworld armies,while doing away with specialized craftworld rules.Kinda sucks,but we all have to live with it.
2 - Most people will agree that it's almost always worth it to get pathfinders instead of basic rangers. Of course,most people don't build an entire army of them,so you'll have to experiment for yourself I suppose. Protip: experiment with them before doing the lengthy conversions you have in mind.
3 - Concerning the conversions themselves,I definately like the idea of scout marine rifles,but I'm a little concerned fluff-wise. Would an eldar lower himself to the use of a crude human weapon? Something to think about i guess. Arrogant bastards we are. :yes:
4 - If you're thinking of having 800-1000 points of ranger/pathfinders, you really don't want to be locking enemy units in combat. I would stick to plenty of heavy support (war walkers would be my suggestion here),and some harlequins and shining spears. Why? Both the harlies and shining spears have Hit and Run(assuming you have a spear exarch),which would ideally let you hit an enemy in assault then leave combat,leaving that unit open to sniping from your rangers. Another option would be warp spiders,slippery little buggers that they are.
TheoryHammer,of course. You'd have to get a little lucky with the hit and run rolls to keep yourself out of combat,but I think it keeps in theme with the "scout" idea.
Anyway,this is all I can think of at the moment. I've been awake for around 40 hours now,so forgive me for any idiotic things I may have suggested.:sleep:
Last edited by rhammi; April 18th, 2007 at 07:51.
In relation to the conversions I'm not sure if I can be helpful but I'll have a shot since I'm in the same situation since I bought a bunch of guardians for Ulthwe but changed my mind. I'd suggest getting a box of wood elf glade guard. Their cloaks will be useful, and their heads also, the hooded ones, you'd probably use a bunch of them. With green stuff you can put hoods over some of your guardian helmets and turn those wood elf capes into more like cloaks that cover more of their body (hiding the armour more). That's what I have to say, I may be doing the same thing.
All your other questions were answered by others but I just want to add that it isn't just Alaitoc style of play that got hit by the new codex, a lot of old craftworld players were disappointed by it but in my opinion, the benefits of the new codex outweigh the costs since things seem much more balanced now.
Ulthwe lost black guardians and having seer councils with multiple seers. They lost the wraithgates from the USF list and black guardian vehicles and all that kind of stuff that made them unique like the spear of khaine etc...
Saim Hann Lost wildrider kinsmen meaning all the hard work they put into converting their special unique unit went to waste, they can only be ordinary jetbikes or shining spears now. The wildrider chief simply becomes an autarch so no loss there. The 18 vyper army is rightfully gone. They lost the ability to take vypers as 'troops' as only guardian jetbikes were moved there.
Iyanden sort of lost wraithguard as troops. Although they can technically still be troops they need to be 10 man squads with warlocks which is unreasonable in small or medium games and really screws with mech players. They have to take dire avengers as troops which kind of ruins the feel of it.
Alaitoc lost disruption, lost uber pathfinders, lost the extra slots but pathfinders are now troops. The disruption had to be toned down a bit but they instead removed it entirely, my sympathies.
Biel tan lost aspects as troops and the court of the young king. They need to take dire avengers as troops now which is fluffy but means they have to change their army considerably to incorporate them. It means they can take less of their favorite aspects when they are the reason why they play biel tan.
So as you can see, all old craftworld players had to make sacrifices when the new codex came out but 3 of the 5 craftworld lists were so abusable that they needed to be nerfed, they took the easier option and got rid of them entirely but incorporated a lot of the unique things into the codex itself like warlock units, pathfinders, jetbikes and wraithguard as troops... All in all the new codex is much more balanced instead of killer units like wraithlords, alaitoc rangers, starcannons etc... and crappy units like shining spears, fire prisms etc... it's mostly just all good units. So guardians might not be that great and harlequins might be a bit too good but all in all they did a superb job on the codex, people who were hurt by the codex eventually got over it, time heals.
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