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CustomTitle

  1. You are not Alpharius. Exodus soft-confirmed for next week's reveal, also.
  2. Basically the question in the title - I have a good base of painted alphas, and am looking at adding some rewards of treason units - do you paint yours as Alpha Legion, or as the parent legion? Either way, do you have photos? I'm currently looking at painting up some Sekhmet, and am torn between painting them in the metallic blue scheme, or painting them in the candy red of the Thousand Sons - this would obviously open the door to adding more TS units to build a Sons army in the future. Or could I just use all my alphas as counts as Thousand Sons and say they have been copied en masse? Looking for ideas and inspiration! Thanks folks!
  3. This thread is intended as a one-stop resource for those interested in playing the Alpha Legion from the 9th Edition era Codex: Chaos Space Marines. My intention for this thread is that Fraters can suggest tactics and combinations for use in games; the community can then discuss and cooperatively refine these concepts. Summaries of the combos in their final form will be edited into the initial post. These concepts can be either specific to the Alpha Legion or involve generic Heretic Astartes rules, though please do not bring Legion-specific, non-Alpha Legion combinations into the discussion. I'll divide the concepts into the following categories (but if you have suggestions for more please let me know!): 1. Character Combinations: give us your best character builds! 2. Unit Buffs & Debuffs: let's talk about combos you can pull on your units and your enemies'! 3. Battlefield Strategies: maneuver tricks, objective play, etc -- anything that you can do to affect the state of play rather an specific units on the tabletop If there's any questions or issues we can cleared those up as they crop up. On with the show! ++CHARACTER COMBINATIONS++ Immortal HQ: Chaos Lord, Terminator Lord, or Dark Apostle with Clandestine WLT, the Drakescale Plate relic. Add Mark of Tzeentch or Nurgle for extra laughs. You could even add the Black Rune of Damnation via Gift of Chaos, but that is usually better served elsewhere. Assuming MoT, the Immortal HQ's defensive statline is 2+/4++, can't be hit on 1-3, can't be wounded on 1-3, and you can ignore the damage from the first failed save. "Immortal" may be hyperbolic, but that's a pretty hard to kill HQ. Given the HQ's durability, it might be a good pick for Gifts of Chaos and taking a relic weapon. Blade of the Relentless and the Black Mace are the obvious choices, though I suppose you could take a thunder hammer and one of the bolt pistol relics if you'd rather get a little extra shooting oomph. Sniper Lord (Pistol): Any HQ with a bolt pistol with the Headhunter WLT and either the Viper's Spite or The Warp's Malice. Utilize Daemon Shells for extra laughs. Both pistols work for this combo in different ways -- the Viper's Spite has a higher rate of fire, but Warp's Malice does more damage per shot. These will do best in the hand of a Chaos Lord because of BS2+, but the re-roll to hit from Headhunter helps the BS3+ models. In either case, they're both 18" range which isn't terrible if rather short for a model called a "sniper," but with Daemon Shells included the range gets pushed out to 24" which is much more manageable for trying to headshot an HQ. Of the two pistols, I think Viper's Spite is actually the better bet for the better AP and higher rate of fire but Warp's Malice has the benefit of letting you double-dip on your fishing for mortal wounds. Now, I did not mention the Hydra's Teeth in this bit despite it being usable with bolt pistols but that's largely because of the range issue -- 12" isn't much for a sniper....which leads me to the next combo. Sniper Lord (Bolter): The only three HQs that can do this are Terminator Lords, Terminator Sorcerers, and Exalted Champions because they're the only HQs available who have a gun bigger than a pistol. Again, we pull the Headhunter WLT and the Hydra's Teeth relic. This turns your twin-bolter or the bolter half of the Exalted Champion's combimelta into a one-shot, auto-hitting, S6 AP2 D3 gun that ignores invulnerable saves, allows you to reroll shooting wound rolls, can proc a mortal wound on a 6 to wound, and ignores Look Out Sir. Reach for Daemon Shells again to hit 30" range and AP3. If you're planning on using an Exalted Champion to provide his reroll aura for a gunline, this isn't a terrible kit to reach for as it allows him to contribute in the midfield. Even better is that if you're getting in close with him, the "ignore Look Out Sir" bit applies to both halves of his combimelta -- getting a D6+2 damage hit on an enemy HQ is by no means a bad thing. The advantage of the Terminators in this case is that with Malicious Volleys they will always get the full 24" range on their shots; the Exalted Champion still has to manage his range brackets. If you're working in the midfield, the Terminators are also more survivable due to their better saves and higher wound counts. Infantry Blender: This one comes via Matthew Y. in the Alpha Legion 40K Facebook group, with a little adjustment on my part. Chaos Lord with a chainsword and the Blade of the Hydra relic, plus the Flames of Spite WLT. Apply Diabolic Strength from a Sorcerer or Balefire Legionary and you're throwing 12-14 (6A base +2 Diabolic Strenth +3+d3 relic) attacks at S7 AP2, re-rolling wound rolls, and wound rolls of 6 cause a mortal wound. For further buffs, add Mark of Khorne for S8 and start chopping up vehicles and monsters; via Gits of Chaos you could add the Talisman of Burning Blood for +1A (and more if you kill stuff!). MoS and Intoxicating Elixir is another option, but the +d3A from that relic only lasts one phase while the Talisman bonus is permanent. I mean, either way you're throwing a bucket of dice that hit on 2+and you can fish for mortal wounds with the re-roll -- it's not failed wounds, so you can re-roll as many of those wound dice as you want to pull extra 6s. ++UNIT BUFFS/DEBUFFS++ More Dakka Legionaries: Have you ever read a Black Library novel and come across a passage where the author describes incessant volleys of bolter fire just scything down waves of enemies? Here's how you do it. Take a 10-man squad of Legionaries with bolters, the Champion with a bolt pistol and your choice of CCW, and one heavy bolter. If you'd like to add another weapon, I'm partial to the Reaper Chaincannon in this instance for the rate of fire but that's a personal choice; the Havoc autocannon isn't a bad choice either since it really likes the extra AP. Use Trophies of the Long War to give the Champion the Viper's Spite. Add Mark of Tzeentch, an icon, and (yes I know, I'm hitting this one a lot) Daemon Shells. All your bolters are now hitting at AP2, your heavy bolter at AP3, and your RCC at AP2, and the Champion is putting out six shots at AP5! I'd keep an Exalted Champion nearby for the wound rolls though as the shooting is admittedly all S4-5. Since Rapid Fire weapons benefit from Wanton Destruction, the two heavy weapons and the boltguns will all explode on 6s. I used this minus the pistol bit in my first game with the new codex and cleared Phobos Primaris screens with ease. ++BATTLEFIELD STRATEGIES++ Turn One Secondary: Our subfaction secondary, Subvert & Infiltrate, has a little wonky wording. On first read, it appears that you need to not only be within or near the enemy DZ, but you need to be within range of an objective as well. On a closer read, that's not true at all. To complete the secondary, you just need to be wholly within 6" (or actually inside) the enemy DZ to score the secondary; if you can shut off an objective, that's just gravy. However, it takes a full turn for the action to complete, so your opponent has the chance to kill that unit first. We really have two options here: Raptors and Warp Talons, but Warp Talons are too useful in assaulting enemies to waste on this objective. Raptors have a 12" Normal Move, so their Forward Operative+Normal Move distance should be enough to get right across the midfield and in position to take the Subvert Action. I highly recommend taking the Black Rune of Damnation via Trophies of the Long War, or perhaps the Mark of Nurgle, to increase their durability. EDIT: I had to remove the Possessed as an option here because 18" isn't enough to cross a 24" gap between deployment zones and be wholly within 6" of the enemy DZ; you can't Advance and take an Action, and the Action has to start at the end of the Movement Phase so you can't Warptime further up the board, either, unfortunately. Critique my work and provide your own! Let's get some brainstorming going.
  4. So, this is my first thread here on the B&C and for it I'll be documenting progress on my latest army, the Alpha Legion (30k) So here goes nothing: First up my Praetor Now the autocannons: Thanks for taking the time to look, C&C welcome Apologies for poor quality, only camera I have is my phone
  5. Am I understanding this rule correctly? I can pick any legion specific unit from another legion and field it in my army? Does that include units mentioned in the exemplary battles? If that is true would there be any specific well rounded unit fellow alpha legionaires would choose to bring?
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