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Made in gb
Fresh-Faced New User




Well here it is guys, my Alpha Legion 2k 8th Ed army, feedback appreciated!!

First up the Battalion Detachment:
HQ
Warlord
Daemon Prince
Two Malefic Talons, Tzeentch Daemon, Diabolical Strength, Warp Bolter 165pts

Chaos Sorceror
Prescience, Warptime, MoT, Eye of Tzeentch, Bolt Pistol and Forcesword 102pts

TROOPS
20 Chaos Cultists
2 heavy Stubbers, 17 autoguns, champion w/ shotgun 88pts

10 Chaos Cultists
1 flamer, 8 assault weapons, champion w/ Assault weapon 49pts

15 Chaos Space Marines (No Mark)
12 Marines w/ Boltgun, 2 Marines w/ Plasmagun, Champion with Boltpistol and Powersword, Icon of Vengeance 235pts

Rhino w/ Combi-bolter and Havoc Launcher 83pts

FAST ATTACK
11 Chaos Raptors
8 w/ Chainsword and Boltpistol, 2 w/ Meltaguns, Champion w/ 2 Lightning Claws, Icon of Vengeance 243pts

Spearhead Detachment:
HQ
Warpsmith
Combi-bolter 78pts

ELITES
Chaos Helbrute
Two Helbrute Fists w/ Heavy Flamer 186pts

HEAVY SUPPORT
Chaos Land Raider
Havoc Launcher 367pts

Chaos Predator
Twin Lascannon Turret, Lascannon Sponsons 190pts

Chaos Defiler
Twin Lascannon and Havoc Launcher 213pts

And there you have it guys, a solid armoured foundation that generally plods forward destroying everything at range, the Lascannons target armour, Raptors drop in and target artillery pieces or big monsters and assault from the rear/side/where ever the hell they can, infantry holds objectives/battle line, with distraction Cultists running up front to engage early chargers, Daemon Prince generally just diabolical strength wrecks face and tends to stay out of gun line sights steam rolling units one after another/character assassinations/battle line tank splatter, Helbrute follows a similar idea to the DP. Hide behind bigger tanks or (or as I call it mobile cover) rhino till they can get the charge off safely. Sorceror acts as a infantry jumper/buffer, the whole idea of buff n boost works well for an initial charge (Cultists hitting on 3s drastically increases their weight of fire feel whether it's shooting or slapping) oh and if you didn't figure it out already the warpsmith is pretty much boxed in by the mobile fire base of tanks and walkers, repairing as he sees fit or popping that last few wounds on an enemy bawkes with a curse (after 10 Lascannons have usually failed to kill it)
Ok now feel free to shred the list...
EDIT1: Very much aware of supa-splosions killing all metalbawkeses and Warpsmith in one fell swoop, I've seen it happen, luckily not been on the receiving end but am aware it does happen, my usual tactic is see which tank they shoot at first then run all the others in the opposite direction to it, gradually abandoning the splody box bit by bit as tanks get damaged/dangerously menacing looking to the rest of my army....

This message was edited 1 time. Last update was at 2017/09/27 04:06:37


 
   
Made in gb
Fresh-Faced New User




*Bump* feedback would be appreciated, its Tourney weekend :(
   
Made in gb
Longtime Dakkanaut




Ok .soo. I'm confused.

Who's in the land raider? like, its a lot of points, and Yes its a good gunboat but a lot of those points are transport capacity for you know, getting close.

What are the 15 chaos marines doing? are they not the guys who will be infiltrating close? Cultists are fun, but if you have better units, then buff the better units.


And who's in the rhino? Cultists? Again investing a lot of points in protecting something that costs less than the thing you are protecting them with.

you haven't put marks, possibly for fluff reasons. but as a rule, Khorne for combat units, slaanesh for shooty units, Tzeentch for the sorceror so you can use stratagems.




DFTT 
   
Made in ca
Tough Tyrant Guard






yeah, the raptors should be khorne marked with an icon of wrath to help them make their charge from deepstrike.

as for an artefact I might recommend the Intoxicating Elixir on the Deamonprince with the Exalted Champion (+1 Att) warlord trait and a Hellforged sword to make him a real beast in close combat.
This could be much stronger than a +1 on smite spells for a foot sorcerer. Which you might want to consider giving him a Jumppack to deepstrike with Raptors and give them buffs, warpspeed is a nice way to garantee a charge, prescience is still great.


My Face is my Shield!!!!!

My painted Tyranids army up to date: http://www.dakkadakka.com/dakkaforum/posts/list/630244.page 
   
Made in gb
Fresh-Faced New User




Hi guys thanks for the feedback, I've actually done really well this Tourney, I see the point about Khorne marks/icons for raptors now, failed deep strike charge left 3 models in the unit the following turn to make the charge. Still would only have been two if not for the icon of vengeance... but getting the charge would have been better regardless.

In regards to the questions of what is in the transports, easy answer, nothing. The troops move with the tanks as cover. Then when the charge needs to be pulled off that's when they jump in and race forward. There's no point in a unit sitting in a vehicle not contributing until being in that vehicle helps to make the contribution. Such as getting them across that last little bit of open land to make the charge. Or being nothing more than a LOS blocker against that infantry shredding ranged unit. Allowing them to target other units unhindered.

Now I have a question, what is the benefit of the Mark of Slasnesh? The icon I can understand, it gives 5+ death to the false emperor rolls, great for assaults then. But how does that benefit a ranged unit? Marks no longer provide bonuses like before, they only provide access to bonuses.

I see where you're going with the intoxicating elixir too, but diabolical strength covers that just the same, it's unnecessary to go any further once you're wounding stuff on 3s or 2s anyway, and considering most stuff he will be targeting is between T4 or T8, S9 gives 3s or better to all of that. There was only one occasion he wasn't wounding on 3s or better... fighting a whirlwind in close combat and failed to cast diabolical strength. Most other occasions the S bonus made no difference, the A bonus did however. That's why I chose the eye of tzeentch relic, it was just as a means of increased mortal wounds chances. It didn't help a great deal tbf. And the Sorceror will be zipping about with a jump pack in future. In two out of 5 games he didn't even get out of the deployment zone...
   
Made in gb
Longtime Dakkanaut




Mark of Slaanesh allows you to use the Endless Cacaphony stratagem, leeting you shoot twice

DFTT 
   
Made in nl
Lurking Gaunt



schiedam

How you play your raptors is wrong . they are not a jump in assassination squad. They are more of a turn 2 - 6 kind of unit
they are fast and can move up the board with your deamon prince and help him out in combat or move a unit off an objective. If you want them in combat turn one you need a sorcerer with a jumpack to go with them and cast warp time . but that is a lot of points going to waist.
if you need a assassin unit turn 1 take oblits they are cheaper 12 shots that could do a lot of damage and have a better save. personally i go for terminators with a sorcerer Giving them a 1+ 4++ and a ton of plasma bolter shots . giving my opponent a real problem to deal with . while the rest of my forces move on.

This message was edited 1 time. Last update was at 2017/10/01 19:00:22


 
   
Made in gb
Fresh-Faced New User




Redinc wrote:
How you play your raptors is wrong . they are not a jump in assassination squad. They are more of a turn 2 - 6 kind of unit
they are fast and can move up the board with your deamon prince and help him out in combat or move a unit off an objective. If you want them in combat turn one you need a sorcerer with a jumpack to go with them and cast warp time . but that is a lot of points going to waist.
if you need a assassin unit turn 1 take oblits they are cheaper 12 shots that could do a lot of damage and have a better save. personally i go for terminators with a sorcerer Giving them a 1+ 4++ and a ton of plasma bolter shots . giving my opponent a real problem to deal with . while the rest of my forces move on.


I find problems with people telling me my style of play is *wrong*. I will however agree they needed dropping in with a Sorceror, learned that point already. Obliterators are not cheaper than a Sorceror with jump pack. Unless you under strength the squad. Terminators with combi plasmas are even more expensive than raptors, more expensive than obliterators and WAY more expensive than a Sorceror with jump pack. Sure durability wise they’ll out perform, that’s a given, but I just don’t see them having as much impact AFTER initial landing as sorceror/raptor combo. The sorceror can continue to push the raptors forward, whilst dishing out mortal wounds. Added to the fact a higher model count in a squad can make multi charges easier to pull off and thus so much more disruptive to a gun line. Terminators get caught flat footed and in most games I’ve watched or played are just simply dwindled away with mass fire. The same happens to raptors but they continue to keep pace repeatedly hitting units in CC, plus a couple mortal wounds a turn from a sorceror and you're already looking to be out performing them.


Automatically Appended Next Post:
Captyn_Bob wrote:
Mark of Slaanesh allows you to use the Endless Cacaphony stratagem, leeting you shoot twice


I knew this and the thought never even crossed my mind

This message was edited 1 time. Last update was at 2017/10/03 11:49:54


 
   
 
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