Jump to content

Headhunter Leviathal? Making Headhunters worth it?


jimbo13

Recommended Posts

Hey guys,

 

I'm doing an escalation game with my gaming group and am curious as to how Headhunter leviathal is being received? I realize Headhunterss are not well loved due to their rules not being ideal and being over costed. But... Fluff wise I like em and it seems a great way to nix the tac squad troop tax while making them exceptionally good at hunting other infantry. What are your thoughts on running it. I looked through a lot of the Alpha Legion thread but there wasn't a whole lot about it. Would love to hear your thoughts folks.

 

Thanks,

Jimbo

If Headhunters were any good, it could be a neat rite. As is, it's pretty dismissable, because Headhunters are a strong contestant as one of the least competitive units in the game. I think most Alpha Legion players are happy paying their troop tax with Assault Marines right now, too, or running other Rites that make Vets troops.

 

If it's just a friendly gaming group, you could always work out some house ruling to make them more viable. Personally, I think one of the only ways to reconcile their wargear and supposed role together would be to give them the rapid fire -> disordered charge rule from the IW rite "The Hammer of Olympia" (maybe under a different name, like "Leave No Witnesses" or something). Unload with banestrike/combi-weapon fire, then swiftly move in with venom spheres tossed out and power knives drawn before the smoke can clear. They may still need either a points reduction or base 2 attack (making them Seekers + Vets) even after that, because they're seriously expensive...

It's awful. You could work around the tanks in reserve by using lots of pods, but you're using a terrible unit for your troops and are at high risk of giving up even more Victory Points on top of Martial Pride. As far as Rites go, this one gets a D-.

 

Alphas don't really have a unique power Rite like most of the other traitors (Serrated Sun, Last March, Berserker Assault, 3rd company all break balls), although I feel Coils is very strong with Skorr or Alpharius as the game grows larger. We however can utilize many generic rites well (Dynat orbital assault, Alpharius Primarchs chosen, Skorr chosen duty, etc), and can utilize militia-based Rites better than most.

Aye - in friendly games sure. Otherwise, Headhunters just aren't good. They're a strange hybrid assault/ shooting unit that if it is lucky will kill power armour.

 

The Heresy can kill a lot more power armour for cheaper.

 

If they had some cool Assault 2 Bolters to represent early Storm-bolter tech or something they might be passable (two Bane strike shots, charge, Venom HoW, Power Dagger attacks) - but getting to just shoot or assault is naff.

If Headhunters were any good, it could be a neat rite. As is, it's pretty dismissable, because Headhunters are a strong contestant as one of the least competitive units in the game. I think most Alpha Legion players are happy paying their troop tax with Assault Marines right now, too, or running other Rites that make Vets troops.

 

If it's just a friendly gaming group, you could always work out some house ruling to make them more viable. Personally, I think one of the only ways to reconcile their wargear and supposed role together would be to give them the rapid fire -> disordered charge rule from the IW rite "The Hammer of Olympia" (maybe under a different name, like "Leave No Witnesses" or something). Unload with banestrike/combi-weapon fire, then swiftly move in with venom spheres tossed out and power knives drawn before the smoke can clear. They may still need either a points reduction or base 2 attack (making them Seekers + Vets) even after that, because they're seriously expensive...

Totally understand. Thank you for the feedback. 

 

It's awful. You could work around the tanks in reserve by using lots of pods, but you're using a terrible unit for your troops and are at high risk of giving up even more Victory Points on top of Martial Pride. As far as Rites go, this one gets a D-.

 

Alphas don't really have a unique power Rite like most of the other traitors (Serrated Sun, Last March, Berserker Assault, 3rd company all break balls), although I feel Coils is very strong with Skorr or Alpharius as the game grows larger. We however can utilize many generic rites well (Dynat orbital assault, Alpharius Primarchs chosen, Skorr chosen duty, etc), and can utilize militia-based Rites better than most.

I know what you mean. Coils is awesome but I'm not super in love with it. I know it gives lots of flexibility plus the elites stealing. 

 

Aye - in friendly games sure. Otherwise, Headhunters just aren't good. They're a strange hybrid assault/ shooting unit that if it is lucky will kill power armour.

 

The Heresy can kill a lot more power armour for cheaper.

 

If they had some cool Assault 2 Bolters to represent early Storm-bolter tech or something they might be passable (two Bane strike shots, charge, Venom HoW, Power Dagger attacks) - but getting to just shoot or assault is naff.

Thank you for feedback and agree that would make them way better.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.