Switch Theme:

[1000] - Alpha Legion - Novice, 6 years away.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Slaanesh Veteran Marine with Tentacles





Mpls, MN

Hello everyone,
I haven’t played a game of 40k in about 5+ years, after playing it continuously for about 15 years before then. So being a newbie is quite a different feeling after all those years. In regards to that, I am building this list more for the sake of having a fun list that can do different thing, a tool box of sorts. This is partly due to the way I played before and that I’m unfamiliar with all of the new tricks other armies have in this edition. I figured starting at 1000 was a good place to familiarize myself back into the game. Now I understand that this may be a horrible list but it’s my first go and I wanted to include a variety of things to try. Last but not least I really wanted to utilize the Stratagems as much as possible which I know can be harder to do at this point level, so here goes…

Obviously the best way to have CP is with a Battalion, so

++Battalion Detachment +3 CP (Chaos – CSM) [37 PL, 616 pts] ++
Legion: Alpha Legion
+ HQ +
Chaos Lord with MoS, Combi-Plasma and Blade of the Hydra – 99 pts, 5 PL
Chaos Scorcerer with MoS, Combi-Plasma, Smite, Delightful Agonies, and Prescience – 105 pts, 6 PL
+ Troops +
30 Cultists with MoS, Autoguns – 120 pts, 9 PL
2x 5 Chaos Space Marines with MoS and 1 Lasconnon – (2 x 90) 180 pts, 10PL
+ Heavy Support +
5 Havocs with Mos, 4 Flamers and 1 Cobi-Flamer – 112 pts, 7 PL

++ Vanguard Detachment +1 CP (Chaos – CSM) [28 PL, 349 pts] ++
+ HQ +
Warpsmith – 45 pts, 5 PL
+ Elites +
2x Helbrute with MoS, Helbrute fist and Multi Melta – 144 pts, 14 PL
10 Khorne Bezerkers with Chain Axes, Icon of Wrath, and 2 Plasma Pistols – 194 pts, 9 PL

NOTE – The rest of this is me explaining why I chose what I did. So if you have the patience please read, otherwise skip if you have some pointers for me.

The Battalion’s HQ choices are pretty easy to explain. I originally was going to have the Lord have terminator armor, however since I don’t care too much about him dying due to the “I am Alpharius” rule, I figured I’d downgrade him and if I had points left over I could always add it to his profile. Since he also has a standard chainsword that replacing it with the Hydra Blade was a no brainer. That is until I find some other artefact that may be better for me. And lastly the 6” buff he gives is always helpful while being utilized as an anti-assault unit when people get to close and having a 2+ rerolled plasma gun to boot to help out where that can.

Obviously the sorcerer is there for the standard psychic presence. I have no clue how to use him other than a buff with a small bite. Having the Mark of Slaanesh on everything gives better utility to the Delightful Agonies, while the Smite is obligatory, and the Prescience can help out where it may even to the Zerkers if all else fails. The only thing I can think of trying out on him is a jump pack to be able to either dip out form a bad situation or to give him enough mobility to spread his buffs to different parts of the table where I may need them if things get too stretched out.

The cultists are self explanatory. I originally at 40, but dropped them down to 30 just to add more to the rest of my army and didn’t think I’d need that big of a blob at 1000 points. Maybe I’m wrong but let me know. The Marines with the Lascannons also fall into a auto take as a cheap anti-tank platform again on this point level that I think is appropriate. I was debating having autocannons or missile launchers for the versatility but figured having a nice 1-2 take out punch for things I might not handle well otherwise would help out. And with the Lord’s buff the chances of those blows landing are much better.

My next part was to add in something that added more CP, as well as some needs in other areas. Ever since the Index came out I’ve wanted to try out the Helbrutes. I’ve always wanted to include them in my list for several editions but I didn’t find them to be very viable. However now at a low cost of 72 points for a 8” S/6 T/7 W/8 with A/4 and a built in Multi Melta I don’t know why I wouldn’t give it a whirl. Originally I wanted three with three Warpsmiths but that seemed over done and a bit one dimensional so I started with the Warpsmith and added 2 plain Helbrutes. Simple enough, at this point level I can keep healing one at a time and they add extra Anti-tank or MSC to the fold with a nice ability to get in for a few kills in CC. But since I didn’t want to have a third, I was trying to figure out what hole I could use with this necessary elite slot and then I remembered why I was doing this list…

Infiltrating Zerkers. Give them some Chain Axes and an Icon to make sure they get in when I need them. Setting up after everyone so that I can figure out the exact distance I should have them at, and if I’m playing against an assault style army then I can just hold them back and counter with them. I added the Plasma with left over points later (I may move it into equipping the Sorcerer with a Jump Pack but I’ll see).

With the remaining points left over the only thing I figured that I had enough anti-tank/MSC with the two Lascannons and Multi-Meltas. A good counter assault or just straight up assault with the Zekers/Lord/Helbrutes in tandem. The only thing I felt as though I might need a good tool for was hordes. Once again I’m not sure at this point level if this is too necessary, but in come the Havocs. With a total of 5 Flamers, I should be able to torch just about any thing too large in numbers. And if the first round isn’t good enough, I can CP in another round. Nothing says let’s burn down my ex’s property like rolling 10D6 dice. Not only does that sound awesome (while probably unlikely to ever happen) the fact that I’d probably be infiltrating them begging for someone to charge me otherwise they’d have to run the other direction. I think it gives a nice balance if I combine them with the Zerkers to create a target priority paradox (hopefully).


Anyways, that is all my notes on the list, don’t even get me started on how I’m painting them (or the fact that I’m painted to separate armies for this list). Let me know based on your experience where you think I’ll probably run into glitches or such. Or if there is a certain unit or load out that you’ve used that is completely useless. I appreciate anyone who read all this crap and appreciate even more those who can leave some helpful advise.



REPENT for tommorrow you DIE!!!!

Chaos


I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Fresh-Faced New User





Okay, first the Vanguard Detachment is 383, and not 349. I was thinking there was more room to work with when i originally went to comment, but noticed the discrepancy. Instead of 35 points to play with there is 1, big difference.

I will agree with you on taking out the Plasma Pistols and adding a JP to the Sorcerer. It does increase his effective bubble. I've never had luck with Plasma on anything that I wan't to be effective, and you're theoretically shooting yourself in the foot (pun intended) by having any number of your Zerkers die before they get into CC. That's my first piece I think you should change, in addition with more playing time you will figure out what the optimal number of models you should have in that unit. But just with changing that, we've cleared a total of 9 points to work with.

The Havocs. I love the idea, I'm not sold on their usefulness. Of course 5-10 D6 S4 hits will help with mobs, however that is the only thing they are they for, and against some opponents will be a waste of space. I know volume of fie makes up for a lot in 40k (Orks?) and I can see a trend toward Horde armies since Adepticon so keep this in your back pocket. However I would recommend trying out some other builds if possible.

You have 56 points to play with (9 from the PP/JP swap and 47 from all the flamers). And since their is a range of weapons you can use with this unit you can kit it out differently. Here are some,

4 Heavy Bolters and a Combi-Plasma - 55 Pts
2 Heavy Bolters and 2 Auto Cannons - 50 Pts
2 Heavy Bolters and 2 Plasma Guns - 50 Pts.

Obviously there are multiple different combinations that you can utilize depending on what you want to fit in. Remember that you can split fire with any unit now, so you don't have to have a mono-specialty unit. You can mix and match without needing to throw all of your fire power at one unit at a time.Secondly, any of these out fittings will free up a CP since you won't be infiltrating them, and also help add to your Lord's fire power bubble with the regular units. You can keep them MoS as well for potential added benefits. I think this will add more depth to a position on your roster while bolstering the need that you were looking for with the Horde control. And keeping Hordes at a distance is always a good thing.

Hope that helped. Also consider some other Codexs. Just a thought.
   
 
Forum Index » 40K Army Lists
Go to: