Jump to content

The Unofficial Alpha Legionaire's Tactical Primer


Zaltys

Recommended Posts

excellent thanks, as i have promised several times i have said i would post my list, i have oncew again forgooten it but i can post a rough guide. i may of got the points wrong except on the lord and leuitenant but much of the wargear may be off a little....

 

 

lord

power weapon

dread axe

daemonic mutation

daemonic strenght

daemonic aura

daeonic reslience

daemonic flight

spiky bitz

mark of chaos undivded

infiltrate

furoius charge

 

lieutenant

master crafted pair of lightning claws

daemonic stregnth

daemonic aura

daemonic flight

mark of chaos undivded

infiltrate

furoius charge

 

obliterator

body weapons

 

cypher

master crafted plasma pistol

master crafted bolt pistol

 

possessed

8 possessed

daemonic talons

mark of chaos undivded

rhino -dirge caster

 

chaos space marine sqaud 1

8 marines

2 plasma guns

mark of chaos undivded

infiltrate

 

chaos space marine sqaud 1

8 marines

2 melta guns

mark of chaos undivded

infiltrate

 

chaos cultist unit 1

15 chaos cultsits

melta bombs

mark of chaos undivded

infiltrate

 

chaos cultist unit 2

15 chaos cultsits

melta bombs

mark of chaos undivded

infiltrate

 

predator

lascannon turreets

 

in total it comes to exactly 1500 points,

Link to comment
Share on other sites

i havent quite figured out how to use the list yet but it does seem quite effective,

 

the lord and liuetenant fly around as a pair, trying to get into combat either on turn one or two, they dont join any units but do hide behind them to be safe from shooting, this is one of the jobs of the culstis.

 

the possessed in the rhino i use as an assault unit, they will exploit any enemy unit that they can break and hopefully destroy, they are also good to be used against tough enemy charecters,

 

the obliterator walks forwards engaging tanks

 

cypher, im not to sure how to use him yet but he is adept at combat against small enemy unbits but not charecters

 

the culstists i use for assault purposes and as antitank, in assualt two sqauds are quite good

 

the plasma armed chaos space marine sqaud take out tough units such as space marines and terminators in shooting

 

the melta armed marines are antitank

 

the pred is also anti tank but often draws fire away from the rhino which is good,

 

the lord and leiutenant are great in combat as they are monsters and will often dewstroy most things they touch, in a game aginast eladar they killed two war walkers, a wariathlord, 30 guardians, a seercouncil, and assorted aspect warrior uinits, i cant rember off hand,

 

against space pups they killed a lone wolf lord, 2 blood claw units and larger better unit similar to the blood claes (cant remember what though)

Link to comment
Share on other sites

Good except it is gone to.

Harsh the rules are, less so when read and obeyed.

 

To follow the rules is to lessen the power.

 

 

 

So it shall be writen, so it shall be down.

Cheers for the heads up, I've read the rules and got the message.

Link to comment
Share on other sites

interesting list ezeckial. i was thinking of doing something similar with speed instead of flight due to escalation effects and the greater charge range....and a dark blade instead of a dreadaxe to get the S8 on the charge.

 

Never really been a fan of melta bombs on cultists....for every three meltabombs you could have another cultist. And i can't see anyone leaving a tank nearby that many cultists. Then again i play against a lot of grav tanks or other fast vehicles in my area that you wouldn't be able to catch.

 

IF those characters die (how in the blue hell they killed a wraithlord i'll never know), i;d think you'd be a bit boned.

Link to comment
Share on other sites

IF those characters die (how in the blue hell they killed a wraithlord i'll never know), i;d think you'd be a bit boned.
not really, there are still enough bodies to carry the day from my experaince.

 

how in the blue hell they killed a wraithlord i'll never know

quite simply, the lord has the dread axe and power weapon so ignores all armour saves, has daemonic strength and furious charge. this makes him strength 6 able to wound it on 6's, the dread axe means he actually never needs worse than a 4+ any way so with six attacks on the charge he was able to cause two wounds.

 

the lieutenant is similar with his pair of lightning claws, he is also S6 on the charge because of the the same combo, although he does need 6's to wound the wraithlord he can re roll his failed wounds which were able to finish the beast off, but only just

Link to comment
Share on other sites

quite simply, the lord has the dread axe and power weapon so ignores all armour saves, has daemonic strength and furious charge. this makes him strength 6 able to wound it on 6's, the dread axe means he actually never needs worse than a 4+ any way so with six attacks on the charge he was able to cause two wounds.

 

say what? since when have you been able to combine the abilities of two weapons?

Link to comment
Share on other sites

Thats illegal, you cant claim benefits from two weapons except +1 attack. Thats specifically stated in the rulebook.

 

If you take both you can only deny either armour save or invulnerable save, not both.

 

If you want to do the no save combo legally, take a Dread Axe and D.Stature.

Link to comment
Share on other sites

at the moment i'm "just" playind World Eaters & Emperor's Children, but lately i've quite been drawn towards AL!

i will start buying Models for them as soon as my 2 armies are painted!

 

my initial plans were having 4 "sweeper" squads of marines (5CSM with 2PlG/2Meltas and Infiltrate) and 2 assassins-squads of cultists (20).

 

as an addition, all the funny stuff will be thrown in:

DPrince with Stature, Flight, Darkblade, FC

5 Raptors with FC

3 Obliterators

Plasmagun/Melta Havocs

...

 

and on a case2case basics Bloodletters, Daemonettes or Plaguebearers.

 

3 questions: (roughly,) how did you paint em to get this greenish blue effect (I coul imagine Ultramarins Blue [sry], blue ink, light drybrush with Snot Green, dark green ink)?

where did you get/how did you convert models of cultist (and that many... 40 of the metal models...ouch! expensive!)

 

eventually, is AL really the least played Legion? after several looks from different angles at all the Und Legions first i was fond of IW (who's not?) then of WB, and now, finally AL, because cheap infiltrate and cannon fodder units definately ROCK! ;D I can't imagine people don't like AL!

 

greetz X

Link to comment
Share on other sites

Hi XaroX,

 

The downside to those "sweeper squads" as you put it is that they are easy victory points and easily reduced to non-scoring units. 8 CSM squads are still the way to go.

Make plasma squads armed with bolters and melta squads bolt pistol/ccw armed.

Better yet give the meltas to the Raptors.

 

Oblits are good, I use them all the time.

 

Assassin Cultists are unquestionably the best there is. For models most people combine plastic box sets of some WFB or 40K large units. The most popular are Chaos Marauders and Catachans since they make convincing Cultists and you get lots of pistols and ccws with the Catachans. Order a few Close Combat sprues (with the pistosl) and youre good to go.

 

The metal models suck for their cost.

Link to comment
Share on other sites

I've thought of Catachans already....

think it would look kewl blending their tanktop to the skin so they have bare torsi, then adding Fantasy Beastmen heads (I've so many left over from the Box I bought for BloodBowl ;D) and giving them a wide cape :lol:

the horns would very effectively represent the FC *g*

 

hmm... 8 Marines is kewl, too (you only said 8 for you didn't want to have marines left over from the 8-marine Box, did you? just admit ;D)

 

greetz X

Link to comment
Share on other sites

Beastmen bitz would work too, consider any plastic set with humans in it from the Fantasy or 40K range, but keep in mind you will need 40+ pistols.

I used a chopped down lasgun as some of my pistols, nobody can tell the difference.

 

The reason I suggested 8 marines is a generic number, cheap but cost effective and still easy to infiltrate. I tend to use 10 CSM squads myself. Its sick went you can deliver a couple of 10 man CSM squads right beside his units turn 1. <_<

 

Small squads are good for heavy weapons (eg 6 CSMs- lascannon, plasma gun) or for little kill teams with two specials (eg 6 CSMs- 2 plasmas or 2 meltas)...but I wouldnt comprise your entire force out of them, otherwise your enemy will just sweep squad to squad and wipe them out in short order. Either that or do a couple wounds to each squad in a VPs game= easy win.

Link to comment
Share on other sites

i've found 8 marines to be the ideal size between being cost effective and being survivable. in close range squads you have enough bodies to take hits from shooting and then keep the powerfist alive in combat against gribblies. in long range havoc squads, 2 marines per heavy weapon keeps them alive long enough from sustained fire to give you at least one phase of decent shooting. then for the long range troop squads, 6 is best as you want it to be cost effective with just 1 or 2 different weapons and you want it to remain scoring for longer (hence 6 rather than 5).
Link to comment
Share on other sites

  • 2 weeks later...

That was a LONG thred! But a very good read, thanks for all the good advice!

 

I'm currently planning on building a 1k AL force from a bunch of old plastic marines.

 

What I've come up with is the following:

 

Lieutenant [infiltrate, Dark blade, bolt pistol, daemonic speed] 91p

9 CSM [infiltrate, bp and ccw, 2 flamers, Champ with bp and PF, visage] 177p

Lt and squad deploy together. Lt can charge on T1 with speed and infiltrate.

 

8 CSM [infiltrate, bolters, 2 plasma guns] 140p

8 CSM [infiltrate, bolters, 2 melta guns] 140p

Infiltrate and unleash DEATH!

 

8 CSM [bolters, 1 plasma gun, 1 ML] 132p

8 CSM [bolters, 1 plasma gun, 1 ML] 132p

Deploy in cover. Hold quarters in cleanse and prevent the opponent from out-infiltrating me.

 

6 Havocs [infiltrate, 4 ACs, tank hunters] 188p

8 S8 rounds hitting tanks in the flank is just BRUTAL!

 

1000p

 

Kinda clean, don't you think?

Link to comment
Share on other sites

Looks sweet groove. It will be very effective. Dont charge the Lt in first turn just because you can, watch out for power weapons/fists.

 

For expanding to a 1500+ list I would suggest Bikers and Obliterators.

Link to comment
Share on other sites

Glad you like it.

 

I'm not completely sure about the havocs though. They might be overkill in some 1k games. And it would be cool going all 6 troops!

 

So maybe I'll revert back to my original list, BUT, with two units without Infiltrate and the speedy LT.

 

Lieutenant [infiltrate, Dark blade, bolt pistol, daemonic speed] 91p

9 CSM [infiltrate, bp and ccw, 2 flamers, Champ with bp and PF, visage] 177p

 

10 CSM [infiltrate, bolters, 2 melta guns, Champ with bp and PF] 198p

 

8 CSM [infiltrate, bolters, 1 plasma gun, 1 HB] 135p

8 CSM [infiltrate, bolters, 1 plasma gun, 1 HB] 135p

 

8 CSM [bolters, 1 plasma gun, 1 ML] 132p

8 CSM [bolters, 1 plasma gun, 1 ML] 132p

 

 

That's a MASSIVE 52 marines!!

 

1000p

Link to comment
Share on other sites

Hey, im new to collecting AL, and as of yet im still building the force, but it is my intention to convert a lord on bike, with an escort, ok i know that i cant use that all too valuable infiltrate with him, but he would highly mobile and i can respond to enemy actions, bolstering defences and taking advantage of mistakes.

However my regular opponent are a saimm hann eldar force with a number of wave serpents, im worried that their superior speed will butcher my units one at a time, any suggestions?

Link to comment
Share on other sites

Thanks for the tip, im sure it would work, but the reason i really wanted a biker lord was because i want to attempt the conversion, i was just considering its best use. Still changing one fast unit for another still wont help much if cant catch them in the first place. Thanks anyway though.

Current 1000pt plan stands as

Lieutenant, Bike, Meltabombs, Furious Charge, L/Claw,

5 Bikers, Furious charge

3x 8 Marine squads h/Bolters, plasma guns and infilltrate

2x 10 cultists, furious charge, infiltrate, meltabombs

Link to comment
Share on other sites

If I could tweak that list just a little bit I would exchange the HBs to MLs and drop the bombs on the cultists and make these units BIGGER!

Since yo have neither MoCU nor champion they are Ld7 t3 Sv6+. Not very durable if you ask me....

Link to comment
Share on other sites

Hey, i was just wondering if anyone can answer a quick question for me as im new to both AL and indeed chaos as a whole. The army list says a CSM can be armed with either a bolter or B/pistol and ccws. Does this mean i can mix weapons in a squad with both. If so is it worth doing, as the majority of the army can infiltrate i can see things getting up close and personal but then i dilute the ranged effectiveness.

I await your guidance O esteemed sons of Alpharius.

Link to comment
Share on other sites

While I'm waiting for the Black Templars new codex to come out, I've been tinkering with Alpha Legion, proxying my Templars for legionnaires. So far I've found my list to be extremely potent when I can infiltrate, but lacking otherwise. It's been fun, but I doubt I'll paint up an AL force due to time and cash restraints. The list I've been using:

 

Lord: MOCU, Infiltrate, Lightning Claws, Frags, Daemonic: Aura, Mutation, Speed, Strength.

 

Obliterator Cult: 2 Obliterators.

 

CSM: MOCU, Infiltrate. AC: PF, BP. 7 Marines: Bolter (x7), Plasma Gun (x2).

 

CSM: MOCU, Infiltrate. AC: PF, BP. 7 Marines: Bolter (x7), Plasma Gun (x2).

 

CSM: MOCU, Infiltrate. AC: PF, BP. 7 Marines: BP+CCW (x7), Meltagun (x2).

 

CSM: MOCU, Infiltrate. AC: PF, BP. 7 Marines: BP+CCW (x7), Meltagun (x2).

 

CSM: MOCU, Infiltrate. 6 Marines: Bolter (x4), Plasma Gun (x1), Lascannon (x1).

 

CSM: MOCU, Infiltrate. 6 Marines: Bolter (x4), Plasma Gun (x1), Lascannon (x1).

 

Havocs: MOCU, Infiltrate. 8 Marines: Bolter (x4), Heavy Bolter (x4).

 

Havocs: MOCU, Infiltrate. 8 Marines: Bolter (x4), Heavy Bolter (x4).

 

Havocs: MOCU, Infiltrate, Tank Hunters. 8 Marines: Bolter (x4), Autocannon (x4).

 

1850 points even.

Link to comment
Share on other sites

wow, this thread is amazing. Such a wealth of knowledge regarding AL is exactly what I've been looking for. I'm a WHFB player and have just recently decided to journey into the darkness of the 41st millenium. After playing with a few different ideas and juggling army lists in my head I settled on AL. I did this because I really like the thought of a Chaos force that can knife directly into the heart of the Imperium and totally mess with the opponents head. Also, the thought of espionage (I'm a ninja) ;) and 'a whisper in an ear, a coin in a pocket' is really appealing, and the idea of springing up, right in front of your opponents face in a sort of 'BOO, you're dead' idea is just too good to pass up.

 

After reading the thread I realize that my army might not work/make sense at all, but I'm gonna post it anyway. I'm a big fan the cultist/daemon horde. Cuz daemons rule and I'm sick of seeing Space Marines (and nothing but!) everywhere I turn (I'm a GW employee.... Sometimes I see Space Marines in my sleep)

 

Lord (aka, Capt. Fire Magnet)

D: Stature, Speed, Armour, Str, Resilience (T6 so can't be insta killed, no need for expensive Rune) Spiky Bits, 2ccw

142

 

2x 20 Cultists Assassins, MoCU, champ

290

 

10 Cultists, Scouts, MoCU, champ (objective holders, table quarter claimers...not entirely confident in their value, might just combine them with the following unit)

75

 

10 Cultists, Scouts, melta bombs, Champ w/ Combi-melta (debating value of this weapon)

95

 

10x Daemonettes (for dealing with heavy armoured foes)

150

10x Plaguebearers (for dealing with high toughness, massed infantry with Nurgle's Rot)

160

 

I am not confident of the sizes of these units and will probably end up reducing them to afford more 'regular' Marines/ upgrades.

 

2x 7Havocs Infiltrate, Move Through Cover Las, Auto, ML, HvB

404

 

10x Havocs ccw+BP Infilitrate MoCU

Champ w/ Great Weapon (They cost the same as regular CSM)

150

 

I like the fact that this is an CSM army with over 100 models :D. The Daemon Prince is the only thing that I will be deploying with my opponents army and will hopefully look very daunting. The full 10 squad of 'Havocs' will also provide a distractiong, this models I will paint particularly well and decorate them to the utmost, hopefully making my opponent think they are Chosen and therefore more expensive then they really are. Hopefully the distraction tactics will last long enough for my 60 odd cultists to reach the opponents line and really lay the smack down on my enemies. Alternativly, if my opponent chooses to destroy the cultists, he will have a mean Daemon Prince and fighty CSM and the remaining cultists to worry about.

 

I find this army very 'fluffy' in that Alpha Legionnaires are adept at using ALL forms of combat, not just those needed to win. They are masters of propaganda, my Daemon Prince for example is the shiny poster boy for Chaos (join now and within 30 days you'll look like me! ;) )

 

My army is built to come at the opponent from all sides using a variety of weapons to both confuse and distract the enemy. To those who deem the use of daemons 'not fit' for AL (please don't take these as a flame), it does say in the codex, that once the AL has secured belief on a victim world, daemons are regularly added to their forces. I believe that 60 rag wearing cultists should be enough to warrent to the attentions of the etherial (sp?)

 

Unfortunatly, I've never actually played a game with this army, so I plead to those of you with consumate knowledge (Akrim, I'm looking at you) to help me out with the fine tuning that will hone this army into a force that will become synonomous with the word fear B)

Link to comment
Share on other sites

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.