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First AMTL outing

 Post subject: First AMTL outing
PostPosted: Wed Aug 30, 2006 1:54 am 
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So, hopefully, I'll get to finnaly give the AMTL a try this weekend. ?I've got a fair bit assembled for a few core thousand, and some stuff I can get done as need be. ?Not sure yet if my opponet will use Eldar, IG, or Marines.

For simplicity, I'm not going to use the modular weapons 1.4 at this time.

This is what I have available:

*Warlord (Standard config)
*Warlord with 2x Gatling, and 2x Quake
(add Supreme Comander to one)

Reaver (thinking 2 Quake and Landing Pad, but with magnets I have some options)

*4 Warhounds (one each with 2 of the FW weapons)
to be used as independents

*6 Knights Pallidan
6 Knights Lancer

2 Hydras

*1 Thunderbolts (2 or 4)

2 Thud Guns
2 Mole Mortars

the choices with the * are ready to go, while the others need some work to be table ready. ? Which ones are the "must haves"?

I don't know how many pts we will play yet, but hopefully 4-5K.

Thanks,
Al





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 Post subject: First AMTL outing
PostPosted: Wed Aug 30, 2006 3:13 am 
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I cannot stress this enough: Field at least one warhound pair instead of 4 individual warhounds. Individual warhounds are good for padding activations, but not nearly as good at actually surviving or changing the battlefield. They're remarkably easy to break and die very quickly once the enemy strips their void shields. The reaver is likely a good idea. I'd take the standard config Warlord if you go for an artillery Reaver, as then you'll have a good mix of titan ranges and speeds to allow for various tactical considerations. For the knights, I've found Knights Lancer are fantastic units. Knights Paladin fielded in units of 6 are also very nice. Attach a Senseshal to each to allow for superior fire-fighting and close combat with Inspiring and allow them to dump BMs faster and easier. Knights Paladin are some of the best ground-holding units. Finally, invest in a couple of sentinel units, as these are the best early-game defense when fielding AMTL, they can hold up the enemy line for the first turn of the game very efficiently, at low cost, while the rest of your forces move into position to start the pain on turn 2.


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 Post subject: First AMTL outing
PostPosted: Thu Aug 31, 2006 4:57 am 
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Thanks for the tips.  I'll be facing IG...so I've got Deathstrikes, Vultures, and Storm Swords to fear.

Any tips for taking on a foe who has loads of Titan Killer assets?

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 Post subject: First AMTL outing
PostPosted: Fri Sep 01, 2006 2:46 am 
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Mmm. Best I can offer there is bring some indirect firing artillery and pray. If you win turn-init, hit his deathstrikes with the Quake Cannon titan first thing. That'll at the least place a blast marker on them and is likely to kill one (if not both) of them. Volcano Cannons are your best friends for shadowswords. You have endurance over him, one or two volcano cannons being able to beat up his shadowswords are likely to really hurt him a lot. Other then that I can't help a whole lot. In the past when I've faced shadowswords they've failed to do much to my forces, usually due to enemy's bad rolling.


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 Post subject: First AMTL outing
PostPosted: Fri Sep 01, 2006 3:38 am 
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Drop the deathstrike very early. I lost a Reaver the other day without it even acticating. That D6 damage is a pain in the but. As far as super heavy tanks go. Titans can match them give them hell at max range and continue to advance against them, use your warhounds in pairs to flank the super heavies and kick some butt. Vultures are easily defeated and you shouldn't worry about them to much. your facing guard so pile on the BM. Dont be affraid to double on turn one to close ranges and get stuck in. Titans have good values and still are effective firing after the double.

Cheers
CAL


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 Post subject: First AMTL outing
PostPosted: Sat Sep 02, 2006 5:12 am 
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I have found opposing Vultures to be very effective at stripping shields before the Death Strikes fire. ?Two successfull activation in a row and *pop*, there goes the Warlord.

Here is the list I plan to go with at this point:

Warlord Hanibal (standard config or with 2 Volcanos if time permits to convert)
Legate

Warlord Finnigan (2 Quake, 2 Gatling)

Reaver (???)

pair Warhounds (turbo & inferno, turbo & plasma)


Lone Warhound (bolter & inferno)

6 Paladins with Senseshal

6 Lancers with Senseshal

2 x Hydras

2 x Thudd Guns

Mole Mortar

12 Activations at 5000....seems really, really low! ? But not much to do about it....but drop half the Paladins for 4 thunderbolts. ?Hmmm, tempting...I've always like my 'bolts, and Paladins don't look all that great on paper...

Now, I'm still not sure what do to with the Reaver. ?I feel I mostly need the artillary to get the Death Strikes...but a Barrage Missile Launcher could do that too. ?How usefull will the Quake barrage be for the rest of the game? ?Maybe a BML with twin Meltas, or a Melta and a Volcano?

I still have 50 pts left...but what to do with it? ?Vet Princept or Multi lasers for Finnigan or the Reaver?

Thank you for all your comments so far. ?Much appriciated!

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 Post subject: First AMTL outing
PostPosted: Sat Sep 02, 2006 8:57 am 
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The quake barrage is very nice, not so much in the 'it'll wipe out whole formations' but in a 'it dictates how the enemy has to move his troops' sense. If you've got a unit like that on the field, especially un-activated, the enemy has to be very careful about clustering his troops close together as otherwise you can drop down those templates and really ruin his day. The other reason I like having a 2 quake+CLP titan in the force is it can sit on your blitz objective all game and guarantee (or nearly guarantee) the enemy's inability to take your blitz. My own army uses a Warlord with 2x Quake Cannons, 1x CLP, 1x Chain Fist for that job, if the enemy has nasty teleporters like Chaos Chosen I don't want getting close to it and come in too large numbers to be worth risking them assaulting it I deploy a formation of sentinels around it to screen it (And not many people want to assault into the sentinels and given my warlord a turn to shoot them or offer assisting fire).


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 Post subject: First AMTL outing
PostPosted: Sat Sep 16, 2006 4:15 am 
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My 5000 pt game was a win for the AMTL, 4-1 in turn 4 (AMTL: BTS, HTL, DTF, T&H, IG: BTS).
IG had 21 acts to my 12, but I had the act advantage by turn 4.

I also got a 4000 pt game in against another IG force.  Also a AMTL victory, 1-0 in Turn 4, 2300 remaining vrs roughly 1000 pts IG.  This very caigy player (the best player in town for that matter, as he has only lost one other game...his second game ever again our most experience player who fields Eldar!).  This second win was more the list's doing than mine.  He just ingnored the 2 Reavers and the Warlord and wiped out everthing else.  After turn 1, a tie was the best he thought he could do as my big titans seemed too tough.

The most feared and effective units in the game were the Lancers and the Quake artillary Reaver.

The list just seemed too powerfull...but maybe its just new.  It may not always be easy to win, but its hard to lose with.  Maybe it'll be more balance at 3000 pts. (I'll test against Orks on Monday)

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 Post subject: First AMTL outing
PostPosted: Sat Sep 16, 2006 9:09 am 
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AMTL is considered one of the strongest lists around... keep your titans moving towards their objectives, keep pounding at his army, and the onus is entirely on your enemy to find a way to deal with your Titans.

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 Post subject: First AMTL outing
PostPosted: Tue Sep 19, 2006 3:23 pm 
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I played Orks at 3000 pts.  He mostly hid, and I had activation problems.  4 turn victory pt win again (though he did get my Blitz by air assulting the Reaver sitting on it).

The list still feels much too strong for Tournament play.

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 Post subject: First AMTL outing
PostPosted: Tue Sep 19, 2006 3:53 pm 
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(-AL @ Sep. 16 2006,04:15)
QUOTE
The most feared and effective units in the game were the Lancers and the Quake artillary Reaver.

I haven't played AMTL in a while but we've been playing a Knight list that one of the guys wrote and I have to say that the Lancers are wickedly tough.  All the knights are assault monsters but with all the FF abilities Lancers are, imho, better than the rest by a significant margin.

======

I think the difference in point density at various levels makes much more difference in a heavy-WE army than in others.  AMTL and OGBM are okay at lower points because they can be avoided but as points go up on the same table size they become proportionally more powerful because it negates their inherent weaknesses.

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