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Made in us
Khorne Veteran Marine with Chain-Axe




AL Brigade Detachment: 1,521pts

HQ: 540pts
Khorne DP w/wings -180pts
Slaansesh DP w/wings -180pts
Nurgle DP w/wings -180pts

Elites: 321pts
5 Berzerkers w/PF, Chainaxes, and IoW -107pts
5 Berzerkers w/PF, Chainaxes, and IoW -107pts
5 Berzerkers w/PF, Chainaxes, and IoW -107pts

Troops: 240pts
10 Cultist -40pts
10 Cultist -40pts
10 Cultist -40pts
10 Cultist -40pts
10 Cultist -40pts
10 Cultist -40pts

FA: 99pts
Spawn -33pts
Spawn -33pts
Spawn -33pts

HS: 321pts
5 Havocs w/4 Heavy Bolters and a Combi-Bolter -107pts
5 Havocs w/4 Heavy Bolters and a Combi-Bolter -107pts
5 Havocs w/4 Heavy Bolters and a Combi-Bolter -107pts

AL Vanguard Attachment: 447pts

HQ:
Sorcerer w/Jump Pack -126pts

Elites: 321pts
5 Berzerkers w/PF, Chainaxes, and IoW -107pts
5 Berzerkers w/PF, Chainaxes, and IoW -107pts
5 Berzerkers w/PF, Chainaxes, and IoW -107pts

Total: 1,968pts


This army has 10 CPs, more than enough to "infiltrate" all 6 squads of Berzerkers. I have 32 points left over, thinking I will drop a combi-bolter on 1 of the Havoc Champs and squeeze in either 2 more Berzerkers or 1 more Spawn. Alternatively, I could drop the Sorcerer all together and replace him with Kharn. Still have to drop the combi-bolter, but thats ok. Also can't decide which artifact to use with the DP's; either the Talisman of Burning Blood on the Khorne DP, or the Intoxicating Elixir on the Slaanesh DP. Which ever I choose will be the warlord.

This message was edited 1 time. Last update was at 2017/08/12 16:11:44


 
   
Made in gb
Tough Traitorous Guardsman




It's battleforged, so it's actually 13 cp. The problem with this list is that it has so many drops, that I can't see you getting first turn very often - which makes infilitrating berserkers a bad idea (they'll get focused and blown away), and probably counter-charged if any are left alive. If you don't infiltrate them, then they're footslogging.

Solutions:

Transports. Rhinos, storm eagle, kharybdis.

Adjust list for less drops. Do you really need the brigade? It's neutering your infiltrating berserker strategy.

Edit: I think the slaanesh relic with the extra attack and strength is best. What warlord trait are you thinking?

This message was edited 2 times. Last update was at 2017/08/12 19:01:17


 
   
Made in us
Khorne Veteran Marine with Chain-Axe




Well i still have 15 units and characters to put on the table before my berzerkers, is that really not enough to never get 1st turn? And the warlord trait would kind of depend on which artifact I get, but probably +1 attack. The one that deals mortal wounds on 6s is cool, just not sure how effective it will actually be.

This message was edited 1 time. Last update was at 2017/08/12 19:06:22


 
   
Made in gb
Tough Traitorous Guardsman




22 drops is quite high - so, most armies will finish deploying first (IG and nids etc may be exceptions). You could also consider running other alpha-strike units (raptors, warp talons etc) along with infiltrating berserkers to throw your opponents target priority off a bit.

   
Made in us
Khorne Veteran Marine with Chain-Axe




Not at home so I cant check, but how do you decided who goes first again? I think I may have it backwards.
   
Made in gb
Tough Traitorous Guardsman




Whoever finishes deploying first gets first turn. You'll still have a chance to seize, but thats only on a roll of a 6.
   
Made in us
Khorne Veteran Marine with Chain-Axe




Ok, thanks. I only have 16 things to deploy, 4 of which I could choose not to. Plus I have enough CP to infiltrate some Havocs if I want. The brigade is key to getting me plenty of CPs to infiltrate in multiple units.
   
Made in de
Regular Dakkanaut





Even the units you keep in reserve or infiltrate count as a drop.
   
Made in gb
Tough Traitorous Guardsman




 combatcotton wrote:
Even the units you keep in reserve or infiltrate count as a drop.
This. You literally have to place them in reserve. I'd recommend doing reserves first so that you can see where your opponent deploys, and then counter-deploy the units that will begin visible on the board.
   
Made in us
Khorne Veteran Marine with Chain-Axe




I'll need to look into how these "hidden" units work more. I dont believe them to be actual reserve, but its unclear.
   
Made in ca
Swift Swooping Hawk





Oklahoma

They are about to update the rules on going first to the ITC rules which say that whoever finishes deploying first gets a +1 on the roll to go first. After that the 2nd player still gets a chance to seize the initiative on a 6. It's not worth changing your army that much just to get a +1 on the roll to go first.

Also, infiltrating units are placed on the board at the same time as other units. The units only go into reserve if they are going to do a deep strike equivalent

This message was edited 1 time. Last update was at 2017/08/12 22:59:25


Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in us
Khorne Veteran Marine with Chain-Axe




I still think this could work, may have to drop the Vangaurd detachment and add more bodies to the 3 berzerker squads in the brigade. That would be down to 18 units, still quite a few though. Maybe if I switched to 2 battalion detachments; I could add a 4th DP, keep the 6 cultist, then from there I am free to add what I want while keeping atleast +6 CPs. Thats still 10 units before I start adding Berzerkers, but I think I can swing it with just 4 big units of them.


Automatically Appended Next Post:
These arent technically reserves nor are they technically infiltraters. I think they still count towards deploying and going first, but I think you can place them after the roll to sieze so you know for sure who is going first.

This message was edited 1 time. Last update was at 2017/08/12 23:05:31


 
   
Made in us
Maddening Mutant Boss of Chaos





I thought you could only use the same stragem once during phase. Hence could you use 9 CP in the deployment pahse to use the infiltrate stragem nine times?

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,  
   
Made in us
Khorne Veteran Marine with Chain-Axe




The wording makes it so its not in any phase, nor are they reserves, nor are they actaully infiltrating.

This message was edited 1 time. Last update was at 2017/08/13 04:19:31


 
   
Made in us
Fresh-Faced New User




Tsilber wrote:
I thought you could only use the same stragem once during phase. Hence could you use 9 CP in the deployment pahse to use the infiltrate stragem nine times?


except strategems that are used before the battle begins. pg 215
   
Made in gb
Longtime Dakkanaut




Spellfax wrote:
Tsilber wrote:
I thought you could only use the same stragem once during phase. Hence could you use 9 CP in the deployment pahse to use the infiltrate stragem nine times?


except strategems that are used before the battle begins. pg 215


This seems to be correct. But given how brutal the AL and RG infiltrate stratagem is, I expect it might change.

DFTT 
   
Made in us
Maddening Mutant Boss of Chaos





Captyn_Bob wrote:
Spellfax wrote:
Tsilber wrote:
I thought you could only use the same stragem once during phase. Hence could you use 9 CP in the deployment pahse to use the infiltrate stragem nine times?


except strategems that are used before the battle begins. pg 215


This seems to be correct. But given how brutal the AL and RG infiltrate stratagem is, I expect it might change.
.
Oh right on, thanks for pointing out the page number and clearification.

2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.



,  
   
Made in us
Frightening Flamer of Tzeentch






I would recommend consolidating your beserkers into a larger unit(s). 2 units of 15 only take 2 CP's to infiltrate them, and you save on the icons.

Aftermath can be calculated.

Dark humor is like food, not everyone gets it.  
   
Made in us
Giggling Nurgling





Idk if this has been said yet because TLDR on all these comments, but maybe try to sneak in a single missile launcher into a havoc squad so that you could use that Flakk Stratagem when there are FLY units. Can even be an easy way to drop 1-3 mortal wounds on a jetbike squad.

This message was edited 1 time. Last update was at 2017/08/13 18:22:11


 
   
Made in us
Khorne Veteran Marine with Chain-Axe




 Lord Commissar wrote:
I would recommend consolidating your beserkers into a larger unit(s). 2 units of 15 only take 2 CP's to infiltrate them, and you save on the icons.


Originally I was going for the multiple threat approach, but now I am considering 3 squads of 20.
   
Made in us
Fresh-Faced New User




I don't remember the points off the top of my head per model but I think it is 16 or 17 if you go chainsword chainaxe.combo. if so the sword axe combo would put you over half of force in reserves at start and that 8snt allowed by the rules. I think.

I am building along same lines for a list and my plan is 2 20 beserkwrs units with axe and sword and exalted champion being dropped in. Then feeling the rest of the list with predators demaon princes and either cultist and marines maybe one havoc squad. But the 40 bezerkers with rwroll to wounds should give you an early enough advantage to do well. That is if you go first.
   
Made in us
Khorne Veteran Marine with Chain-Axe




Are you going for a brigade still? 3 Spawn, 3 HB Havocs, and 6 MSU Cultist is only 660pts and nets you 9 CPs. Thats plenty of troops to hold down objectives, lots of dakka from the HB (1 of which may be a ML, thanks Mekrot for that), and some distraction spawn. Still lots of room for Berzerkers and which ever HQ's you go with. Speaking of HQ's they can be used with the infiltrate strategy, right?

This message was edited 1 time. Last update was at 2017/08/13 21:16:27


 
   
Made in us
Dakka Veteran





Why not have larger groups of berzerkers?

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