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[Alaitoc] Update, v2.1

 Post subject: [Alaitoc] Update, v2.1
PostPosted: Tue Oct 02, 2007 5:38 pm 
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Okay, got my review of the "other" Eldar Craftworlds done over the weekend and am now posting them. ?These all use the current 1.8 (August) Eldar changes by Sotec/Tepoc

First up, Alaitoc!

Added:

Put the Pathfinder datafax back in... oops!

Changed:

Pathfinders get 20cm move, unit size 4-6.

Aspect Troupe is fixed at six Aspect Warrior units

Autarch counts as the Exarch for an Aspect Troupe

Removed:

Nothing... I think.

Please take a look!

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Tue Oct 02, 2007 5:50 pm 
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There's a hyphen in the Pathfinder data sheet that should be moved from Firepower to Notes.

Also, I think you could re-word as follows:

Alaitoc Ranger Warhost

An Alaitoc Ranger Warhost consists of eight Eldar Ranger units. Four Eldar Rangers may be replaced with three War Walkers.

4 Falcons for +200 points

200

And shouldn't you be commenting on the 'nid special rules :-P.

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Tue Oct 02, 2007 5:56 pm 
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(Dave @ Oct. 02 2007,17:50)
QUOTE
Alaitoc Ranger Warhost

An Alaitoc Ranger Warhost consists of eight Eldar Ranger units. Four Eldar Rangers may be replaced with three War Walkers.

4 Falcons for +200 points


The problem with that is, then you've got eight Rangers and four Falcons, when the formation is supposed to be *four* Rangers and four Falcons.  I may reword that though in the next version as it is a little clunky.

And shouldn't you be commenting on the 'nid special rules :-P.
Yes, yes I should be... ? :D

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Tue Oct 02, 2007 6:15 pm 
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I wonder if you couldn't allow for a bit larger ranger warhost somehow. Most other warhosts can be upgraded to be larger than 8-strong. Any thought given to allowing that here? Or does the scout ability make that too beardy?

Perhaps, instead of +3 war walkers, make it +6 war walkers for 100 points. I dunno, just talking off the top of my head.

I make this comment without having any in-game experience with this force.


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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Tue Oct 02, 2007 6:32 pm 
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(semajnollissor @ Oct. 02 2007,18:15)
QUOTE
I wonder if you couldn't allow for a bit larger ranger warhost somehow. Most other warhosts can be upgraded to be larger than 8-strong. Any thought given to allowing that here? Or does the scout ability make that too beardy?

Yep, it's the "big" formations of scouts that can get very silly.

I've actually really been trying to figure out what kind of "upgrades" could be given to the Ranger Warhost.  I'm thinking maybe allowing 1-2 Pathfinders to be added or something, not sure what else would fit!

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Wed Oct 03, 2007 7:45 am 
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Is those 4 falcons to rangers in the Ranger Warhost really worth 300 pts? (75 each) Sounds expensive - yes I know that now they can transport something (unlike in tank formation), but the rangers also slow them down.


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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Wed Oct 03, 2007 8:40 am 
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Cost for falcons is 200pts, so it is quite a good deal. :)

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Wed Oct 03, 2007 8:54 am 
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(Chroma @ Oct. 02 2007,16:56)
QUOTE
And shouldn't you be commenting on the 'nid special rules :-P.
Yes, yes I should be...   :D

Lol!  Yes I was wondering about that. Weren't you supposed to be providing insightful stunning critique a few days ago Chroma  :p :

http://www.tacticalwargames.net/cgi-bin....d223781

In all honesty, minor changes to various alternative Eldar lists can wait. A tyranid core list is far more important to get sorted after all this time.

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Wed Oct 03, 2007 10:05 am 
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(Charad @ Oct. 03 2007,10:40)
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Cost for falcons is 200pts, so it is quite a good deal. :)

No it isn't as you lose free 4 rangers or 3 war walkers - you pay 400 for 4 rangers and 4 falcons, thus 300 for 4 falcons.


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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Wed Oct 03, 2007 10:33 am 
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Ups, I forgot that, you are right. they should be lot cheaper.

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Thu Oct 04, 2007 1:00 am 
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(Charad @ Oct. 03 2007,10:33)
QUOTE
Ups, I forgot that, you are right. they should be lot cheaper.

What you're paying that "premium" for is the unprecedented ability to garrison those Falcons.

"Transport" Falcons are usually priced at 65 points each, that makes for 260 points for the grav-tanks, and a 40 point "extra" because you can now garrison them.

Does that make sense?

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Thu Oct 04, 2007 1:02 am 
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(Markconz @ Oct. 03 2007,08:54)
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In all honesty, minor changes to various alternative Eldar lists can wait. A tyranid core list is far more important to get sorted after all this time.

Well, "minor changes to alt lists" are much easier and quicker to do... that was *four* birds with one stone!   :D

And I've, finally, posted some comments on the Bugs forum...

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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Thu Oct 04, 2007 7:00 am 
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(Chroma @ Oct. 04 2007,03:00)
QUOTE

(Charad @ Oct. 03 2007,10:33)
QUOTE
Ups, I forgot that, you are right. they should be lot cheaper.

What you're paying that "premium" for is the unprecedented ability to garrison those Falcons.

"Transport" Falcons are usually priced at 65 points each, that makes for 260 points for the grav-tanks, and a 40 point "extra" because you can now garrison them.

Does that make sense?

No, as the rangers will hinder many of the falcon abilities (speed, making the formation mixed targets, etc.) - thus I would not pay extra for that "garrison potential".

OTOH, if others would take them for that cost, well then I guess it is okay cost. Does people actually take transport falcons for 65 points?

This feels a bit like jet bikes and vypers in black guardian host in Ulthwe, does anyone ever take them? :]


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 Post subject: [Alaitoc] Update, v2.1
PostPosted: Fri Oct 05, 2007 4:24 pm 
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(rpr @ Oct. 04 2007,07:00)
QUOTE
No, as the rangers will hinder many of the falcon abilities (speed, making the formation mixed targets, etc.) - thus I would not pay extra for that "garrison potential".

I'd take 'em!

Then they can start in garrison position on overwatch and blast away at any moving enemies... or dart close to the enemy for an initial strike and then dart away... lots of potential for striking deep into the enemy's territory that way.

This feels a bit like jet bikes and vypers in black guardian host in Ulthwe, does anyone ever take them? :]
I've taken Vypers in a mechanized Black Guardian host, lets you "pin" enemy hand-to-hand units and you can also use them to "soak" hits instead of putting them on your precious cargo carrying Wave Serpents!

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