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Yeah there hit or miss on what you get back from them.

 

After i finished reading book 4 it sparked my interested in picking up a knight and maybe adding 1000 pts of 30k guard to serve as small force of agents on the ground, 

 

Although book 4 didn't offer us much of anything other a accesses to some relics and learning we can use all 6 world lord traits it wasn't  bad read, not really worth $$ unless you planned on always running allied guard or a knight, the raid mission are fun for quick games, and there version of city fighting  is little better than 40k. 

I think you should roll a d6 then in this case:

 

On a 1-3, Dynat takes control.

 

On a 4-6, Delagatus takes control.

 

On a 2+, Alpharius comes in and kills the other one, which he thinks is Omegon, but was actually Exodus. Then Omegon (the enemy praetor) comes in and kills Alpharius...but Alpharius was really Herzog.

 

 

That's how my gaming group solved it. Hope it helps.

I think you should roll a d6 then in this case:

 

On a 1-3, Dynat takes control.

 

On a 4-6, Delagatus takes control.

 

On a 2+, Alpharius comes in and kills the other one, which he thinks is Omegon, but was actually Exodus. Then Omegon (the enemy praetor) comes in and kills Alpharius...but Alpharius was really Herzog.

 

 

That's how my gaming group solved it. Hope it helps.

 

I thought Herzog was really Ranko in disguise? Oh, those silly XXth Legion chaps, when will they all learn that The Emperor is really Spartacus Alpharius.

Pretty much how FW writes rules for XX legion.

 

Played 2 2000 point game tonight agsint 40k daemon farm list and the other flyrant spam

Took Skorr, with row coil of hydra selected warlord trait -1 for reservs stacked it with COH -1 and landraid with expolar web so a nice -3 to keep flyrants and daemon FMC off the board. Taking infiltrators as tactic. And Iron havocs with ML cheapest Flakk outthere and -1s cover save hurts the bugs big time.

 

But the start of both games was the cheap NAVIGATOR fireing 15 legionary all full BS when deamons enter play from conjuring. Made his points back and more just on that. Also his disruption power "Use at the start of the controlling player’s turn. Until the beginning of their next player turn, all Psykers, friend or foe, roll three dice and discard the lowest result for the purposes of Perils of the Warp results"

 

He isn't a phsyker so it's he gives no :cusss about it, however it shut down a turn of farming and killed flyrant ( very lucky and nid player was being careless and just wanted cast some fear spell? Not sure it all or nothing gamble and he failed)

Unless he fails his LD test you getting access to some usefully buffs, more reliable than a Libby, but will die to anything and everything. But for his cost well worth it. And soon daemons will all over 30k so he has used in both games.

it's a little disappointing that the unique RoW Limits all consul types except for the vigilator, including our legion specific saboteur. i would much rather of been able to take more saboteurs. and has anyone else had any success with either of them, i really like them but after their one-off ability they seem kind of useless, with our legion specific one being better than the generic one. but they don't seem that good on their own, what kind of equipment are people giving them if you are using.

The Saboteuer does really well for me.

I tool him up with;

Combi-Melta

Melta Bombs

Power Maul

Jump pack

A- armour

Sometimes the terribly OP Nanyte Blaster.

 

Basically come in on the flank, use his ability to take a hull point off a vehicle somewhere then pop a tank with his Combi Melta.

 

Next turn assault a vehicle with his bombs or a unit with his power maul (I like the maul as it's diverse in anti light armour and troops.)

 

If I take the Nanyte blaster (rarely) then he comes on at the flank and takes out a unit of troops a turn until he dies.

I always shy away from the Saboteur as the VVgilator is better in most circumstances, it's nice to see someone is having some success with him.

 

The only thing is you're investing quite a lot of points into him something I personally would be nervous about.

Nanyte blaster is a beat machine and slightly OP say the lest. I haven't ran a violator or saboteur in very long time, I been having good results with master of siege and iron havocs ML sq, or the simple navigator.

 

the Benfits of adding at extra CCW to tact marines, having some success with giving a sq the upgrade. The +1 a helps in mirror matches, obviously it doesn't do :cuss when up CC monster units. But it tact on tact fight it gives a slight edge. Those of you math wizards will come back with % that don't support it, but so far in 3 matches the extra CCW has help break the CC.

 

Has any one ran destroyers with ML and upgrade making assult 1 weapon. I been toying with list ideas that maxing out rad weponds and white phosphorus weapons.

 

Just unsure of there point cost, there investment to say the lest and I don't mind picking up two sqs with JP this I can run them either in LR or JP depending on my list.

Hope your running another HQ with your MoS or have house rules it because per the FaQ, a MoS can't be compulsory HQ selection.

 

Destroyers are a unit you build around, not something you tack onto a list and have it work; especially because of their points cost. If you want them to be a harassment unit vs, say, Mechanicum units to reduce their Toughness to soften them up, JP are probably the better option. If you want to use them very aggressively a LR would be the safest since if gives you an Av14 brick to shield them with. 

Yes I run another HQ was usually dynat, but I been runing the event only model once I got him.

 

Good points on destroyers, I am favoring the LR over JP for now.

 

Is it worth adding extra bodies, if going with JP? When there in the LR i only got room for 8. Go big or go home looks like it would fit them but that point cost with that is huge deterrence.

I would prefer a squad of 10 with 2 ML and jump packs teamed up with a squad of Headhunters, there isn't going to be much infantry able to stand up to that combo.

 

The Destroyers decrease the Toughness and the Headhunters let rip, if there is anything left charge the Destroyers in to mop up.

 

This is a serious points sink though coming in at around 700pts for the 2 squads

More bodies for JP destroyers is almost a must because youre paying a flat 75 regardless of squad size.

 

The LR is only 8 slots if you give it the Exploratory Augury Web for reserves shenanigans. If youre up against a lot of reserve based lists take it; if not dont so you have a 10 man squad with 2 ML.

Yeah I forgot to add that most of list I play agsint are reserves heavy. That's why I take the Lr with web

 

That would be a good combo of them with headhunter's. I thinking I going to proxy when I get around to playing this week,

Edited by shaun03

Yeah I forgot to add that most of list I play agsint are reserves heavy. That's why I take the Lr with web

That would be a good combo of them with headhunter's. I thinking I going to proxy when I get around to playing this week,

The two units were born to be used together, with power daggers you're now back to hitting on 4s which means the Headhunters could easily wipe out a unit of Tacticals on the charge.

 

I hope they do well for you.

Been using Armillus Dynat+Headhunters in an Drop Pod/Anvillus to Deep Strike Praevian with BS5 Darkfire Cannon Castellax alongside Tank Hunters recently.

 

Armillus comes down turn 1 in enemy lines. Headhunters give him Preferred Enemy (Infantry) on his Phosphex (Poisoned 3+, and super accurate thanks to Preferred Enemy, Crawling Fire and BS5) if necessary, while Banestrike Bolters make their mess of enemy MEQ's. 

 

Turn 2, down comes the Praevian (because GW have not clarified when a unit containing 2 is classed is one or the other, or both, and FW haven't required Dynat's Hammerstrike Assault to be entirely infantry either), who provides Preferred Enemy to whatever he shoots at to his unit; which is buffed by Dynat's Cognis Signum for BS5, firing 10 S7 Tank Hunters shots at Lance (so AV12 minimum); and AP2 with +1 on damage chart thanks to The Harrowing = dead enemy tank.

 

BS5, +Preferred Enemy = 97% accuracy

S7, Tank Hunters, vs AV12 = 55% chance of glance, 31% chance of Pen

AP2, +1 = 33% chance to explode

 

= 1/10 explodes (~2HP vs SH), 5HP from glancing = dead Typhon equivalent. Of course, the Typhon would already be dead from the 3 Drop Podding Legion Dreads with Graviton, so as not to risk Armillus.

 

Drop Podding Tank Hunters is the way forward with Alpha Legion, I think. Leave Infiltrate to the Raven Guard.

I disagree with your interpretation of the rules for allowing your Castellax to deep strike.

 

"One chosen infantry unit" doesn't describe an independent character and a unit of monstrous creatures, it describes a unit of infantry. Infantry is specifically a unit type in this game. I assume that said Castellax continues to possess the rules inherent in the monstrous creature unit type (fear, hammer of wrath, relentless, smash, move through cover), ergo they aren't infantry.

Drop podding with tank hunter does have it merits, it all comes down to what your up agsint.

 

If you group is letting you DS castellax, more power too you. personally I stick with marines and terminators when I run them manily to play it safe. As my local spots I play with are feild with rule lawyer and would have a bitch fit I attempted that they enjoy bitching more than playing.

 

On side note is there any good alpha legion books out there? Got bunch of long flights coming up.

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