Biadetic wrote:Hey folks, I can't seem to find very much on the Alpha Legion new army rules. I've read over them and I honestly think the cultist idea is just REALLY cool. They just keep coming back !!
What is the general consensus on this army line? Can it be effective?
What units would you include and how would you build them? This particular legion has really grabbed my attention if I thought I could give it a good run I would for sure do it, but would appreciate any help or thoughts / insight to it!
Thanks !!
- Alpharius...
My buddy is planning on running Alpha Legion in a
CAD-only tournament next month. The cultist gimmick is cool, but don't limit yourself to just that! Alpha Legion also offers...
*Infiltrate on various units. This means you can plant a blob of power armor (normally an unpopular choice) 18" away from your opponent and almost guarantee you'll have a sturdy assault on turn 2. This also means you can infiltrate some multi-melta havocs near your opponent on turn one
iirc. If he doesn't shoot up the havocs, you'll probably have some strength 8
AP 1 shots to toss at targets of your choice. If he does shoot them, he's not dealing with your cultists, or other power armor dudes.
*Troop chosen meaning you can load up on a bunch of special weapons and then infiltrate close enough to use them on turn one (I'm mostly thinking plasma guns here).
*The ability to take marks/daemon princes of X. Where other legions are more limited in what they can take, you can specialize your units a bit if you have the points laying around. This is especially handy as it means you can get a nurgle or tzeentch prince.
*Some really solid relics. Most legions got some good relics, but I feel ours are among the best. Imagine the relic sword in the hands of a daemon prince putting out a billion attacks. Imagine a tzeentch prince (rerollable saves) wearing the 2+ armor. How about the ability to basically jump a blob of expendable, fearless cultsits out of combat after they get charged on turn 1 so all your infiltrating units can unload on whatever you were locked in combat with?
Partly for fluff reasons, I'm planning on trying out a power armor-centric force in the near future. The idea is to take a reasonably number of chosen and havocs backed up by some very distracting blobs of cultists, maybe one distracting blob of chaos marines, and a daemon prince or two. Basically, you're trying to overload your opponent with turn 1 targets that can screen and dakka if you get first turn. The melee blob units will be problematic enough to cause my opponent stress if they're not dealt with, but they'll be large enough to require multiple units to deal with. It's an alpha striking army with lots of distracting melee units. Sort of like a drop podding army without the drop pods.