I've now used the new alpha legion rules in some more games and have some feedback on the new stuff..
Headhunter biker lord
2 cbbolters, pf, vipers bite. Not as good at the sniper role as I had first thought he would be. He isn't typically killing more than 1 character a game. This is for multiple reasons and I've come to view this unit in a different light. Hes a reroll source can potentially counter assault, but mostly a reliable source of mortal wounds against anything including finishing hard targets. I've used him to finish off walkers and even a lord of war. I'm not sure he'll make all my lists but I think he's worth it. Only used the power fist once so far. Sadly in metas where the bike lord is phased out I feel the viability of the sniper will be too.
This thing is just a beast. Has only died once. I think I'll be swapping into the baleflamer now that its cheaper and the unit is more durable. This thing can reliably survive assault from most walkers due to being -2 to hit in cc too.
Master of diversion
This has been my flex trait and against anything with range 36" or less its pure gold. Unfortunately my lists are typically 2-3 legions so I haven't had as many worthwhile targets as I'd like. In my case my best targets are in lists where I take 2 contemptors and a full unit of obliterators. This allows me to deploy the contemptors entirely out of threat range and then redeploy them once I know what I need to and not suffer any move and fire penalties. Oblits can then do the same in optimal range with protection. Superb strat. Also looks great for 'buying out' ultra marines cp if they want to match wits with us.
Very cp intensive but Gods is this unit amazing now. The ability to start on the board with protection is incredible. Combine with MoD and fwd ops + advance if needed (add prescience) and these things will reach and delete anything not in hiding turn 1 in almost all scenarios. And they create a 38" no fly zone around them as long as you don't place them too close to LoS blocking terrain. Otherwise enemies can't DS against this unit unless they've got 2 units coming in or until we're out of cp. This is something I didn't realize until in-game.. scrambled coordinates shuts down one unit. But then ambush plus OW will take out another making the risk too high for most units capable of DS. That said I'm sure my opponents will adapt. Also I found mortal wounds and anything outside the shooting phase are still very capable at killing them.
Haven't used it but I found myself wanting it in every game.. on something besides cultists. Now thinking about some havocs or else a dirt cheap cc chosen, maybe even some berzerkers. The other easiest to fill plan is a unit of combat csm.
Haven't used them yet either but they impacted the game state anyway. Either they were a deterrent or I had no cp left.
This is money. Especially if you see forgeworld units commonly like I do. Used twice so far.
Only used once on the oblits and it won the game for me.
Verdict- XX legion rules are top tier. The main issue for me to overcome is sufficient CP. Right now I have 14 and its not enough. I also need to practice better CP economy. The oblits dominate my list but also the game. And lastly building to take full advantage of the tools we have been given. This means I will likely be investing more heavily into alpha legion units. The problem with that for me is troops. Anyway just some feedback.
..All Space Marine legions and chapters, loyal and traitor, cast a shadow that resembles the Dark Angels.
The only reason that Bjorn is in a dreadnought is that he fought Chuck Norris and won but the backlash of that much awesome mortally wounded him.....
"My IG infantry would kill for bolters... but they have lasguns, so they can't" -stripeydave