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Made in ca
Sacrifice to the Dark Gods





Hey guys, this is the army list I am considering putting together for semi-compettitive play. I want a list that is fluffy towards the Alpha Legion, but fairly good still.
The idea is that it is a foot horde, with sufficient heavy weapons to take down vehicles and support the Heldrake.

HQ

Chaos Lord named "Evil"
terminator armour, lightning claw, power fist, mark of tzeentch and sigil of corruption- 172 points

Sorceror named "Zap"
+2 Mastery levels, spell familiar, sigil of corruption- 150 points total

Troops

Cultists, +10 Members- 90 points total

Cultists, Autoguns- 60 points total

Chaos Space Marines 75, +5 members, 2 plasma guns, icon of vengeance, 9 close combat weapons, power sword 228

Chaos Space Marines 75, +5 members, 2 plasma guns, icon of vengeance, 9 close combat weapons, power sword 228

Elites

Chosen, +5 models, 5 plasma guns 75- 255

Chaos Terminators, +2 Members, chainfist, reaper autocannon, 3 combi weapons, mark of nurgle- 239

Fast Attack

Heldrake 170

Heavy Support

Havocs, 4 missile launchers, 2 flakk missiles- 135 points

2 Obliterators 140

2 Obliterators 140

Strategy is simple, the shoota cultists stay and hold an objective in my deployment zone, or give light fire support. The obliterators advance while shooting plasma, las- and assault cannons. The Havocs stay in my hallf and shoot air units to help the heldrake, and then more onto tanks/infantry/monstrous creatures. The big cultist unit, with the sorcerer, move down the middle, supported by the terminators. The chosen move down one side, the regular marines taking the other side. The heldrake, supported by the havocs, takes out air units, before strafing whatever it can find.

With that said, what upgrades should I remove and add? What power trees should I roll for my sorcerer? What combi weapons and power weapons should I take?
   
Made in us
Member of a Lodge? I Can't Say




WI

Qasan wrote:


With that said, what upgrades should I remove and add? What power trees should I roll for my sorcerer? What combi weapons and power weapons should I take?


I like your Sorc... without a Mark, he is free to roll on Biomancy, Telepathy, or Pyro as he can't take any chaos powers. What I don't like is his unit. I would rather put him with marines so if you do get a unit buff power, it feels like it is helping a real unit. I would normally take the rolls on Biomancy, but since 2 are self-buffs and only one is a unit buff... FNP on cultists? Blah. This would be good for a combat Sorc with Bikers or in Terminator armor, but I think your best bet might be Telepathy and hope you get Invisibility. The two 2 warp charge powers means you might be casting less powers a turn for your mastery level. IF you just want to sit back and shoot, Pyromancy is then the better choice. All depends on what you want to do with your Sorc and his cultists.

For upgrades... you have some expensive units. My gut reaction is ditch the Chosen and a squad of Cultists and make a 10+ squad of CSMs to put your Sorc in. Then walk up the board with 30+ space marines... maybe with the extra points give them all MoN? Your foot slogging, so you might as well make them as survivable as possible. Also make sure you give your Aspiring Champs Melta bombs. Everyone will probably be shooting your Terminators if your foot slogging them, so at least your CSMs will have a good 1 turn unmolested.

Your Havocs are better off as a Predator with LC sponsons, or all LC Havocs instead of MLs. Here is why... Pred is cheaper, produces 4 shots (2 AC, 2 LC) a turn, is AV 13, and will not run away. LC Havocs, while needing a 6 to hit a flyer (assuming they fail Jink), will pen your average AV 12 on a 4+ and have a +1 on the damage chart, giving you a 4+ to take it out. A Flak missile is 4+ to hit, but you have to roll a 6 to Pen AV 12 and 5+ to take out the vehicle. I will take rolling one 6 to do anything versus really needing two 6s. Here is the other rub... your Havocs are a glass cannon. After 1 guy, your losing guns, /IF/ the unit stays on the board...and as you can see, that is a big if. I have found to make Havocs effective I have to have something like 7 guys, all LCs, Icon of Vengeance or, if I want to be cheap and risky, Veterans of the Long War.... or do both the Icon and Vets to make sure if the Icon is killed they still have a good chance to stay. As you can see, this is getting crazy expensive... thus, a Predator.

Same kinda goes for the Oblits... VotLW is your only real option, or I could have 2 more Predators for Cheaper, will never run, and are firing the same weapons every turn. I know your hoping they will not be shot at, that there are all of these other targets out there to shoot at. That might work. That is where the weapon consistence kills me. What if I /need/ those LCs two turns in a row because I dice failed the last turn? Can't do it because of their weapon morphing rules say I can't fire the same weapon two turns in a row. Joy.

If your foot slogging your Terminators, I wouldn't take Combi at all. I would want 2-3 naked MoN Terminators up front taking the fire and dying and hoping I roll /really/ well on my invuln saves so that they might survive the 3 Turns of fire they are going to be taking. Heck, I would seriously consider MoT at that point too, because it is going to be plasma, LC and Melta your going to be worried about, stuff that ignores your Toughness 5 anyways. Sure, T 5 means less bolter fire will hurt you, but rolling a 1 on your armor save kills you either way... weather it is 3 shots or 7 shots. If you decide to DS your Terminators, then figure out what you want to take out. Vehicles? Combi-Melta. Troops? Combi-plasma (for the Rapid Fire extra shot).

As for power weapons, I feel the best choice is Lightining Claws because it is AP 3 and has the Shread special rule. I like something that gives me re-rolls. If you want the extra attack in CC, take a power weapon. If your worried about effecting AP 2, Axes. If your worried about multiple wound stuff, or high Toughness stuff, take a Power Maul. All a power sword is giving you is an extra attack in CC because the LC is a specialist weapon and doesn't allow you the 'two close combat weapons +1 attack'. Just make sure everyone has Melta bombs for MC busting and to give them something to do against vehicles.

Hope this helps... good luck!

This message was edited 1 time. Last update was at 2013/04/06 23:44:55


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in ca
Sacrifice to the Dark Gods





Chaos Lord named "Evil"
terminator armour, lightning claw, power fist, mark of tzeentch and sigil of corruption- 172 points

Sorceror named "Zap"
+2 Mastery levels, spell familiar, sigil of corruption- 150 points total

Troops

Cultists, +10 Members- 90 points total

Chaos Space Marines 75, +5 members, 2 plasma guns, icon of vengeance, 9 close combat weapons, power sword, melta bombs 232

Chaos Space Marines 75, +5 members, 2 plasma guns, icon of vengeance, 9 close combat weapons, power sword, melta bombs 232

Chaos Space Marines 75, +10 members, 2 plasma guns, icon of vengeance, 9 close combat weapons, power sword, melta bombs 298

Elites

Chaos Terminators, +2 Members, chainfist, reaper autocannon, 3 combi weapons, mark of tzeench- 236

Fast Attack

Heldrake 170

Heavy Support

Havocs, 4 missile launchers, 2 flakk missiles- 135 points

2 Obliterators 140

2 Obliterators 140

This is 1982 points
   
Made in us
Member of a Lodge? I Can't Say




WI

Drop 5 Cultists, then give both of your Oblit squads VotLW and MoN and that should put you at 1998pts. Give two Cultisits Autoguns and your at 2000pts

This message was edited 1 time. Last update was at 2013/04/07 00:16:55


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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