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CustomTitle

Found 2 results

  1. a thread for using the alpha legion rules from the horus heresy, but playing against 40k and 30k. i'll kick it off with what i believe was my post in the other thread: keep in mind, im thinking for playing against all armies, not just HH legions. for units to steal with the AL rite, i like the idea of using iron havocs. give them autocannon, and 2 or 3 missile launchers, and they can do a good bit damage to nearly any type of unit. the only thing theyd really struggle to hurt is AV14, because of the missiles still needing 6s just to glance. one strategy im looking to try is having a full 20-man tactical squad with extra CCW. put a vigilator and master of signal in the squad. take the infiltrate special rule for the whole army. infiltrate the squad as close to its target as possible (probably only 18 inches), then use the scout move from the vigilator to move closer still. first turn, fury of the legion. second turn, you can probably get a charge off at something if theyre still on the table. putting alpharius in this unit will just make it hurt that much more when they hit home.
  2. Question: Is a CSM army of MSU units functionally as good as a CSM army composed of large units? Better? Worse? Here's some ideas I've come up with: 1) Now that character buffs are auras you can get the same benefit by bubble wrapping a Lord, Prince, or Dark Apostle in four 5-man squads as you with one 20-man squad. 2) 5-man CSM squads will only ever lose 1 model to morale and only then if you lose 4 models in one turn and roll a 6 (assuming you kept the Champion alive). 3) Large squads will benefit more from Sorcerers especially considering the rule of one. 4) The Icons will be more cost effective on larger units, but spammed Icons of Flame on 5-man squads has the potential to get silly. Still not worth it in matched play with points though, unless you're fighting pure Knights or something weird. 5) Even if they are all sticking within 6" of a buff character four 5-man squads can spread out further than one 20-man squad and deny more deep strike area. 6) With the exception of Pox Walkers I don't think we have any Heretic Astartes units that gain a bonus for having large units. 7) Champions are now a free upgrade and power weapons cost as much or less than our former Champion tax. 8) Two 5-man squads can now carpool in the same vehicle making mounted MSU not as inefficient. 9) Mo' detachments, mo' Command points. 10) Four 5-man squads forces the enemy to choose their targets more wisely in both shooting and CC compared to one 20-man squad or else risk losing shots or attacks to overkill. 11) A large unit charging into a 5-man unit and trying to pile in/ consolidate into other nearby small squads avoids a lot of overwatch, but can only attack the unit it charged for that turn. The units piled into will still be able to fight normally. 12) You will almost certainly go second with lots of min sized units. 13) RaW (for now) Raptors +1 morale rolls for enemies within 1" stacks. I'm currently thinking a mix of both will be best depending on role. Deepstrike units hoping for same turn assault via Warp Time or Icon of Wrath will want to be bigger. Obviously Pox Walkers will want to be in big blobs. Everything else though I'm thinking min-sized. I haven't put much thought into cultists though. I don't have any and don't have any imminent plans to get any. I've got Orks to scratch that itch.
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