Jump to content

Thoughts after games with the new rules


Brom MKIV

Recommended Posts

Got to test out the new rules last night. I focused on 3 oblits slogging with conceal, repositioning shenanigans. Also took a -2 to hit disco and my sniper bike exodus! All the components performed extremely well with the oblits dominating the entire game. 

 

Also tried out a NL detachment with claw lord and warp talons who were clutch. Loving these new rules!  

Link to comment
Share on other sites

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.

 

Clandestine discordant

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. 

 

Obliterators

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.

 

Renascent infiltration

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. 

 

Scrambled coordinates/ambush. 

Haven't used them yet either but they impacted the game state anyway. Either they were a deterrent or I had no cp left. 

 

Sabotaged armoury

This is money. Especially if you see forgeworld units commonly like I do. Used twice so far. 

 

Feigned retreat

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. 

Link to comment
Share on other sites

 

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. 

 

That's where CA comes in. I was building to a 2000pt list (it was 1955pt), and it dropped by 144pt. It was a double Battalion + Spearhead, now I'll make it a triple Battalion, with Huron and some Red Corsairs for extra CPs, for a net total of 22 CPs. 

 

The pirates are really useful to power our Legion right now! 

Link to comment
Share on other sites

 

The pirates are really useful to power our Legion right now! 

 

 

Why so, brother?

 

I have been painting my alphas this week. If you guys want to check them out i have some pics here :smile.:

 

 

You can use a minimum batalion of pirates to act as a mana battery, yarrr.

Link to comment
Share on other sites

 

 

The pirates are really useful to power our Legion right now! 

 

 

Why so, brother?

 

I have been painting my alphas this week. If you guys want to check them out i have some pics here :smile.:

 

 

You can use a minimum batalion of pirates to act as a mana battery, yarrr.

 

 

Yes but how would you do it? i get the lots of cultists but which hq?

Link to comment
Share on other sites

That idea has been stuck in my head for a day now. Having a pirate battery might be fun to build. It helps that Huron is a steal for who he is and what he costs... And that I have shadowspear models sitting around.

 

It's pricier, but I'm looking at bringing Huron and a Prince as hqs. Huron is just too cool to ignore, and the Prince still synergizes with any AL units as long as they're the same breed of daemon. Huron as warlord even grants a free cp and main book relic, if I so choose. All for less than 500 points (before any special/heavy upgrades).

 

I don't yet know what I'd bring in the AL 3/4 of the list yet - the plan is still in its infancy. But it could work...

Edited by Scourged
Link to comment
Share on other sites

 

The pirates are really useful to power our Legion right now! 

 

 

Why so, brother?

 

I have been painting my alphas this week. If you guys want to check them out i have some pics here :smile.:

 

 

 

 

The others explained it - you get 3 extra CPs for a Detachment of Red Corsairs if there are 3 units of CSMs. Then an extra for Huron. So a Battalion of Huron + an HQ + 3x5 CSM gives 9 CPs. 

 

That idea has been stuck in my head for a day now. Having a pirate battery might be fun to build. It helps that Huron is a steal for who he is and what he costs... And that I have shadowspear models sitting around.

 

It's pricier, but I'm looking at bringing Huron and a Prince as hqs. Huron is just too cool to ignore, and the Prince still synergizes with any AL units as long as they're the same breed of daemon. Huron as warlord even grants a free cp and main book relic, if I so choose. All for less than 500 points (before any special/heavy upgrades).

 

I don't yet know what I'd bring in the AL 3/4 of the list yet - the plan is still in its infancy. But it could work...

 

I've used Huron all of 8th edition - he's fantastic for his points!

 

"Psychic Awakening: Faith and Fury" story about the Alpha Legion (Apparently this info is only available in the Collector's Edition of the book).  The source - reddit via Natfka

MASSIVE SPOILERS!

-Camera moves again and we are suddenly met with the Alpha Legion in a random part of the galaxy. They are orchestrating the fall of an agriworld. In a matter of hours, the Imperial presence on the planet and within its orbit are devastated by sleeper cells that the Alpha Legions seeded decades ago. The planet is theirs and they begin a massive Chaos ritual of mass sacrifice. Everything is going as planned...except they Alpha Legion couldn't predict the insane calculus of the Iron Hands who through information gathering and logic discovered what the Alpha Legion were intending to do. With no way of warning the Imperials in the sector about the impending doom that's soon going to fall on them all, the Iron Hands sent a force strike force led by an Iron chaplain, one of their finest war leaders. On the way, the Iron Hands are met with a battle sister fleet who also identified the threat on the agriworld but not through math but through a vision.
 

 

There's a reason Newton died a virgin. He invented calculus and doomed future generations to witness its terrors. 

 

But yeah. Pretty naff. They can't even let us win in OUR book. The sheer incompetence and strategic inadequacies of the Traitor Legions is astounding. However, double-u-tee-eff at the Emperor Avatar. Deus Ex Machina indeed. 

Edited by ChazSexington
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 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.