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Mutable tactics: Infiltration
RoW: CotH

--- HQ ---

Dynat                    200p


--- Troops ---

20x tacticals                305p
    Artificier armour
    Power fist
    Power dagger
    vexilla
    20x additional CCWs

20x tacticals                305p
    Artificier armour
    Power fist
    Power dagger
    vexilla
    20x additional CCWs

15x assault squad            320p
    Artificier armour
    Thunder hammer
    3x plasma pistols
    Power dagger

7x tac support                235p
    7x Meltaguns



--- Elites ---

3x apothecary detachment        170p    
    Jump pack
    2x artificier armours


--- Fast attack ---

Xiphon                    215p
    Ground track auguries


--- Heavy support ---

Fire raptor                250p
    Hellstrike missiles
    TL Autocannons        
    Armoured ceramite




Idea behind the list:

66 infantrymen, two fliers and no tanks! Dynat goes in one of the 20x tactical squads. Apothecary with jump pack goes with assault squad and the artificer armour apothecaries goes with one 20x tac squad each.

So the CotH says:
"Infantry squads that do not have either a dedicated transport or the ability to infiltrate or deep strike may not be chosen as part of the force."

As I understand, as long as you choose infiltration as your mutable tactics, you're free to choose infantry that does not have infiltration as a special rule normally when running coils of the hydra.

Infiltrate all squads as close to enemy deployment zone as possible except for the suicide meltagun team that deep strikes into the deployment zone to pop AV 14 or other threatening armour with large blast weapons and then probably get rage-killed after.

Surround enemy in their deployment zone with all the infantry and close in, assault squad to pick on enemy troop options or heavy/special weapons teams. one tactical squad with Dynat gets 80 shots (if all 20 are present) at BS5 when doing fury of the legion (which they unfortunately cannot do 1st turn).

The basic idea here is to play like orks, tonnes of infantry to wear enemy down with weight of fire at close range in the beginning of the game due to infiltration. Utilise fury of the legion combined with rapid fire on the tacticals in turn two. With three apothecaries for 170 pts almost the whole army enjoys 5+ FNP.

Xiphon counters enemy fliers or armour, fire raptor counters enemy light vehicles in rear or side armour (Rhino based vehicles) or assists in taking out infantry.

This list tries to be a jack of all trades kind of list with a bit fluffiness while to take advantage of AL special rules.

The few big units makes it harder to kill off units completely compared to many 5-10 man units, which is an issue for Alpha legion due to giving away additional VP if you lose more units than the enemy.

I put additional close combat weapons on the tacticals since they are likely to get charged or charge themselves infiltrating so close to the enemy deployment zone. The power fist sergeants enables the squad to also fist back in case they get fisted by dreadnoughts.

if I face very close combat oriented WE, RG or SoH, I'll stay back and choose counter charge instead of infiltration and ditch CotH RoW.


Questions and considerations:

Switch out one unit (melta-suicide team probably) and try to squeeze in (Rewards of treason) Red butchers, Firedrakes with TH and SS or Gal Vorbak that can be infiltrated in at enemy deployment zone, (Firedrakes cannot sweeping advance unfortunately. On the other hand, the Alpha legion infiltration will remedy their weakness of being slow and in need of transport). If so, which unit would you recommend to bring in with rewards of treason considering the rest of the army?

Keep meltaguns on the tactical support squad or change to plasma guns? Since they have to deep strike 12" away I might not necessarily be able to get in melta range turn one with any of the enemy vehicles. With plasma I have the option to threaten any elite enemy infantry unit with no transport within 24" instead. Also pretty much everybody take ceramite armour if they can on their big tanks, making melta less useful.

Would you guys dare bring this list to a local tournament?













 

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https://bolterandchainsword.com/topic/338695-al-2000p-few-but-larger-units/
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Love it man, solid infiltration list - I like your orkish approach of 20 man feel no pain melee blobs.

 

What's got me worried is if the enemy bring a ton of dreadnoughts, they'll rip shreds on your infantry. Cause you have few elites, what about considering two hits of 3x laser destroyer rapiers? They are fairly cheap for what they achieve and they also have legion Astartes meaning they too infiltrate which is a good cure to their limited 36" range. Has worked wonders for me when playing AL.

 

In regards to rewards of treason, I've found suicide meltas to sometimes not pay for themselves in this armoured ceramite era. Dark fury's can be a brutal addition to assault marines. Depends whether you want fast moving, resilience or tank hunting though.

 

One other suggestion - use Dynats deep strike on a tactical blob. Drop the support meltas for a drop podding duel melee Cortus Contemptor with a chain fist. It'll add some serious alpha strike horror plus bring some much needed armour bane to your list.

 

Overall, it's a straight forward solid list that will stand a solid chance against most. Nice

Thanks Ultramarinebo! Great advice, two units of 2x laser rapier batteries comes in at 220p total compared to 245p for a cortus with chainfist, DCCW and dreadnought drop pod. So they match that melta squad point wise pretty good. I guess you get more mileage out of the four laser rapiers than the dreadnought. Cortus has only S6 and 3 attacks compared to the mortis and the regular dreadnought at S7 and 4 attacks. On the other hand, I guess its more mentally stressful for the opponent to have a dual DCCW dreadnought with chainfist podding in in your deployment zone.

 

If you pod in a dreadnought in enemy deployment zone its better to do it from the edges and hope the enemy deployed a juicy AV 14 vehicle there, if you pod in in the middle of the deployment zone you risk to expose your AV 10 rear to the enemy units

When you use "rewards of treason" units from other chapters how do you model them? Do you paint the legion colors or can you use ones in the color of it's parent legion? This is something I have been wondering about, as I plan my AL army, and thought you might know how it is normally done.

There's no right or wrong way to do it. I have seen many different ways of representing Rewards of Treason. Fluff-wise, I believe it is about them acquiring the tech through their usual nefarious means.

 

I personally have some Siege Tyrants that I made out of Calth Cataphractii and Spellcrow missile launchers. My thinking in this is that the Alpha Legion stole the tech from the Iron Warriors and tailored it in their own way. I plan on doing this for all my Rewards units (so I can chop & change them as I see fit).

 

I have also seen people paint them in their parent Legions' colours, ie. the XXth stole it and started using it.

 

I have seen a particularly cool example (I cannot recall where) of a unit that was painted in Alpha Legion colours, but they used a chipping technique to reveal the parent Legion colour scheme underneath in some areas! :)

 

One example that is a little different to the others is Gal Vorbak. They don't have Legiones Astartes (Word Bearers) so they won't gain LA:AL, but they CAN be stolen. A cool way to justify this is through "Deliverance Lost" - the Alpha Legion stole the Primarch/Marine gene-tech and tinkered with it to make their own super soldiers!

 

For the OP, I would definitely try to get a Rewards of Treason unit into your list - you have the option to field a kickass unit from any other Legion, so don't squander it! The list is pretty damn cool as is, and a lot of armies will struggle with that much power armour. Having said that, you could probably reduce the Tactical Squads to 15 each, as that will still do pretty well (but save you 120 points).

Edited by Caillum

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