Showing posts with label alpha legion. Show all posts
Showing posts with label alpha legion. Show all posts

Monday, July 6, 2020

9th Edition Brainstorming - Alpha Legion Edition

I AM SNEAKY
Games Workshop has been kind enough to release the short version of the rules at this point.  I've taken a look at that and done some vaguely-informed speculating already.

At this point we're still missing a few details -
-Revised points costs
-Full details on missions
-Full details on core stratagems
-Full details on force org charts

I do think we have enough data on the force org charts to make some educated guesses - Battalion, Patrol, and the Lord of War detachments are enough for us.

There's actually some good news - at a glance, Alpha Legion at least has a decent toolbox of stratagems and the like that'll help us.

What do Core Rules Mean For Us?
1) Max of +1/-1 Modifiers - OH NOES(?)
I imagine that a lot of Alpha Legion folks (and probably some Raven Guard folks, and Aeldari, and probably some others) picked up on this pretty quick.  Does it hurt survivability of infantry at a basic level?  Eh, sometimes.  How often were you going to give more than one unit a -2 to hit?

It's not that hard to get units to -2 to hit or more between Dark Apostles and Miasma of Pestilence (for those who can take the Mark of Nurgle - IE the Possessed).  Or you could add relics and warlord traits - IE, Clandestine, or the Shade Blade.

My follow-on question - how many things does Alpha Legion actually try to use this combo on? 

We really kind of want the Mark of Slaanesh on our shooty stuff - who cares about defense when the target's dead.  Also, we can put our important guns behind other units and use Conceal to make sure the enemy has to shoot other stuff first.

Ok, so that leaves us with melee troopers - which is pretty much "Possessed" and "Demon Princes" - demon princes should be leveraging their character status for protection.

Note that Possessed still kind of like it because it works in melee, but Possessed may still benefit from having other Demons around for daemonic loci.  Slaaneshi demons come to mind with the whole 'advance and charge' thing.

2) Coherency and Screening Units - We Got Smaller
Cultist utility as screening units may take a hit based on the new coherency rules.  Don't expect your screens to be as large - a minimum-sized cultists squad covers less than half the space it used to.

This impacts anyone larger than 5 guys.  It means that most of our stuff cars about it, outside of Havocs and Obliterators.

If you're bringing 3 cultist squads to fill out a battalion (and I'm guessing we probably still will be) just know that they won't block off as much space. 

Note also that we have access to Scrambled Coordinates - so we can push folks back 12".  This'll help us with pushing anyone arriving from reserves back out of assault and rapid-fire range, which is what we generally care about.

3) Morale - At Least We Won't Have To Feed The Cultists
Morale got a few changes - you only lose one guy for sure when you fail morale.  Next up, though, is attrition - you roll 1d6 per model, and on a 1 they run away.  If you are under half-strength, that attrition roll takes a -1.  Morale gets a little less predictable, but it's not going to be hard to knock out low-leadership, low-save, low-toughness units.

I mean, we kind of knew this already.  Ld6 means there's always room for failure if anyone dies.

4) Command Phase
Getting 1 CP a turn is going to help - Chaos has plenty of awesome stratagems.  The only vague concern I have about the 'command phase' is that I suspect a lot of "beginning of turn" effects will get moved here.  Hopefully Dark Apostle prayers will remain "at the beginning of the round."

5) Force Org Chart Changes - Chaos has Friends, Really
Here's our mixed bag.  If you were playing pure Alpha Legion, the biggest difference is going to be in how many HQs you want to bring.  Double battalion was pretty normal for 2k, which meant 4 HQs and six troops. 

If you're skipping out on multiple Lords of War, you might as well go with a battalion - 2 HQs and 3 troops is reasonable.  You've got room for another HQ - and we have good ones.

If you're bringing in allies or mixing Chaos, the question's going to be 'what do you need?' because that's gonna cost CP.  Look at what units you need from either other Legions or the Demon Codex.

The thing that really hurts is the eye-watering 6CP to bring a Superheavy Detachment.  I've been mucking around with 3x Lords of Skulls (or 2x Lord of Skulls and a Kytan Ravager) and that's a giant kick to the CP.  Then again, that list was a bit more CP-efficient than others, since it mostly cared about popping the Daemonforge stratagem 1-2 times a turn and maybe re-rolling a psychic test. And possibly a charge.

Mixing Chaos knights with the chaos codex is a little more like 'mixing Chaos marines with Chaos Knights' - based on spoilers, the Renegade Knight book will have rules for taking a Superheavy Detachment without paying CP, provided the warlord is in said detachment.

Relics, Warlord Traits, and Stratagems
GW is tweaking points for 9th, so your lists are going to get smaller.  That being said, one of the things I like about Alpha Legion is that AL has a pretty solid tool kit at its disposal with respect to warlord traits, relics and stratagems.  Note that the Chaos Marine codex already has some solid ones - I'd say the stars of the show tend to be "Veterans of the Long War" and "Endless Cacophony."  If you've seen CSM on the table, you've seen them.

Hydra's Wail
Can everyone regenerate CP every turn?  Yes.  That's the biggest hit the Wail took.  You don't have to take any gear to get it.  However, to get the most out of it, you want to play it against an enemy that's going to plan on dropping 3-4 stratagems in a given turn - bonus points if they have defensive stratagems.

It won't bankrupt them on hot dice.  I'm a little sad, since this was one of my go-to relics. 

Clandestine & the Shade Blade
The perk of these items - a warlord trait and relic, respectively - was that they added a -1 to hit to you.  Well, that doesn't stack any more. 

I suppose if you want to give a Warlord trait to a Lord Discordant, or something else that's going to get into melee, then Clandestine has some use. 

I can't really say I'm a fan of the Shade Blade - S5 is nice, but the 1d3 damage is 'eh.'  If you're going up against multi-wound models, reliability matters. 

Viper's Bite + Headhunter
Killing characters is always great.  Screening changed a little with the whole "Look out, Sir!" rules - characters need to be next to something now - but this still ignores it in hilarious fashion.  Infantry screens are so-so, but being next to a vehicle means you gotta pop a tank to get it out.

Master of Diversion
This warlord trait is almost always going to be useful.  Being able to redeploy units is awesome.  Never underestimate it.  This is pretty much my go-to for its utility.  I'll probably take Viper's Bite + Headhunter on someone with a stratagem, as that guy's gonna draw fire after he splatters a VIP's brains.

Conceal
Since we can't get more than a -1 to hit vs. shooting anyway, the next best thing is "hahaha, you can't shoot me anyway."  2CP is a bit more affordable now that we start with 12CP and we get 1CP per turn back.

Scrambled Coordinates
GW's teased the part where just about anyone can pay CP now to come in off board edges from reserves.  There are a handful of units that pay extra to say "No, you come in more than 12 inches away instead of 9 inches."

Trust me, that 'more than 12' is important - it means you categorically are NOT assaulting the target, and odds are that you're not rapid-firing (generally speaking).  Sure, some stuff has a 24" shot, but you were never going to screen that anyway.

Ambush
As above - reserves are gonna be more common, so someone might as well catch bullets.  And since we have more CP, using this stratagem isn't so bad.

Devastation Battery / Punishing Volley
This is build-specific - you have to take Havocs or Obliterators and pay a CP for the detachment upgrade.  The reason you take this is because if you go second, you can use a stratagem to have Obliterators (or havocs, I guess) shoot something during your opponent's turn, and then you can use Conceal to make sure they live another turn.

I say 'Oblits' because if I'm not going second, I can leave them in reserve and drop them in later.

This is plenty affordable, especially with regenerating CP.  If you're turned off by the randomness of Obliterators, think about what they can do after someone moves into range. 

Soulforged Pack
This one's going to be a little harder to gauge.  If you are taking it on our smaller demon engines, it's not bad - you're out one CP.  If you are going to use it with Lords of Skulls - the question becomes "Do I really want to advance and charge?" because you're out 6CP for the LoS detachment, and the main reason you'd take Soulforged Pack is the "advance and charge" stratagem.

The Shape of Armies to Come
My gut says that pure Alpha Legion is probably going to build towards a Battalion at 2000 points.

I suspect that I'll start out with a sorcerer, a dark apostle (and friends), and 30 cultists still.

Sorcerers are probably going to stay just because of the utility of our psychic powers.  The Dark Apostle is too useful as a buff bot - prayers TBD.

Cultists are kind of a "we'll see."  Early leaks indicate that the point cost is up on the cultists.  They're taking a hit from morale and coherency rules.

Our troops choices are still going to be something like the following -
-10 cultists (cheap, takes up space)
-20-30 cultists (not cheap, takes up more space)
-5 marines (relative cost TBD, but has heavy weapon)
-10 marines (definitely not cheap, but has a couple heavy weapons and durability)

It's all going to be about what our guys cost, now.  I have ideas about allies, but I want to see what I'm out in terms of points and CP.

The other concept I want to play with is still 3 Lords of Skulls, but I've still got to build one.  Pretty sure I'll be taking a Patrol detachment with that.

Monday, June 8, 2020

Alpha Legion Possessed - Testings Free Hugs, Further Thoughts - and Future

So, I managed get a game in and test out the Possessed as discussed previously.  I opted to bring the following -

The List

BATTALION 01
Sorcer w/ Jump Pack
-Mark of Nurgle
-Bolt Pistol/Force Staff
-Warp Time, Miasma of Pestilence

Demon Prince w/ Wings
-Pair of Claws, Warp Bolter
-Mark of Nurgle
-Smite, Diabolic Strength

18 Possessed w/ Mark of Nurgle

Greater Possessed - Mark of Nurgle

10 Cultists
10 Cultists
10 Cultists

BATTALION 02 - Pay CP for Devastation Battery detachment trait
Dark Apostle
-Prayer of -1 to Hit, Relic - Hydra's Wail
Warlord - Master of Diversion

Chaos Lord in Terminator Armor
-Viper's Bite
-Chainfist
We Are Alpharius - Headhunter

8 Chaos Terminators
-Combi-plasma, Chainfist

16 Noise Marines w/ Sonic Blasters

2 Dark Disciples

10 Cultists
10 Cultists
10 Cultists

3 Obliterators - Mark of Slaanesh

The Big Idea
The possessed module is pretty much there - Warptime is there to get upfield, the Dark Apostle and Miasma are there for buffs, and Diabolic strength + the Greater possessed gets you to S8, which is nice.

The Noise Marines are there to help with screen-clearing.  Odds are good they'll be close to someone that's giving them a re-roll on 1's, and in a pinch you can go Veterans of the Long War + Endless Cacophony for hilarious carnage.

The Obliterators are the reason I took Devastation Battery - a buddy of mine clued me into it - if I don't go first, then I make the enemy think about eating 18 shots from Oblits at the end of the movement phase.

If you haven't looked at it again - it's at the end of the movement phase.  If someone deep-strikes on turn one, you get to potentially hose down someone that walked out of a pod and pointed a gun at you.  Odds are good that something walked into range that you want to shoot.  Frankly, I think it's probably worth 2 CP.

The terminator blob is there because sometimes things need to die behind the lines, and sometimes you want to keep the other army honest.  Frankly, I think this is about as good as it gets for chaos terminators.  Combi-plasma kills things, and has the range to abuse Endless Cacophony even if the second volley isn't a double-tap.

With respect to melee, the chainfist is about as good as it gets.  You lose a little accuracy, but gain the ability to engage whatever you want.  I'll take reliable damage for a couple more points.  Your other melee options are there for killing infantry, and that's pretty much it.

Cultists....are screens.  Occasionally they contribute.

The Test
I went up against a buddy's Black Templar brigade, which basically deploys mid-field and plays a nasty objective game with a lot of guns and melee punch.  And with drop pods.  The short version is this -

THE OPPOSITION
Helbrecht
Chaplain w/ Jump Pack, Crusader's Helm
Lieutenant w/ Powerfist, Mastercraft Bolter, Witchseeker Bolts, WL Trait to Deny the Witch
Vanguard Vet Squad (Bunch of stormshields, several thunderhammers, lots of pain)
Relic-bearing Servitors (the three BT-specific elite guys)
Sternguard Vets
4 squads of Incursors
2 Squads of Scouts
Multi-melta bike
2 Squads of Suppressors
Grav-cannon Devastators
3 Squads of Eliminators (2 las-fusil, sniper rifle on sarge)
2 Drop Pods (Sternguard in 1, Devs, Servitors, Helbrecht, Lieutenant in the other)

As you can see, there were a LOT of guns out there.  The only thing of his that HAD to deploy in his DZ was the Bike.  If you don't push them off objectives early, you have a hell of an uphill fight on objectives, and PS - dislodging Primaris marines from objectives is ANNOYING.

We played the scenario with 3 objectives across the middle.  Mercifully, I went first.  We called it at the end of round five, as I was ahead on objectives and while I was down to cultists and HQs, he was basically off the board.

HIGHLIGHTS -
Possessed Warp-timed it up the field and got a charge into the Vanguard Vets.  I don't need  a bunch of 3++ jerks with thunder hammers running around my lines.  I multi-charged into an Incursor squad just to make sure that I could get into some kind of fight.  Ultimately this fight drug on through round three, ending with the Possessed dead, the Incursors dead, and most of the Vanguard dead.  The Demon Prince accounted for the rest.

The Greater Possessed ate a squad, then tried to stop a multi-melta with its face.  Its face was not multi-melta proof.  At all.

The Noise Marines used Conceal on turn one to mess up his target priority, and the cultists in front them ate a reasonable number of bullets.  Which is fair enough, considering what VotLW and Endless Cacophony does to...um, anything you point it at in cover.  These guys accounted for significant numbers of enemy snipers and Incursors, which is probably why they died.

The Obliterators had terrible luck with saves, and 2/3 of them died in the first round of shooting to Suppressors, because clearly the dice gods hate painted models.  The last one managed to do reasonably well.

The Terminators accounted for his drop pods - the grav devs and Sternguard had to die ASAP, and the Terminators got that job.  Then they managed to land a bunch of wounds on Helbrecht in assault - which he promptly saved.  And then they returned the favor.  They absorbed a LOT of shooting before ultimately dying.

The Terminator Lord got the honor of capping Helbrecht at short range.  Viper's Kiss is 100% worth taking on that config.  The Lord then also found out the Lieutenant doesn't come with an invuln save, which was a lot funnier to me than the Lieutenant.  AP-4 on a 3+ means "red mist," apparently.

The Demon Prince buffed the Possessed, then cleaned up a few squads of Incursors, and made more saves than it had any right to do so.

Cultists - well, half of them died terribly, and the other half helped hold objectives.  Most importantly, they managed to help push his drop pods

The Lessions, and Further Brainstorming
Possessed Buffs - Honestly, Possessed are a volume-of-attacks unit.  First impression on buffs is this - You reliably want to get Demonic Strength and Miasma of Pestilence off on them.  While it's tempting to put both on one psyker, snipers are real and that's a big target. (Plus seriously, sorcerers aren't THAT durable.).

A note on Marks - while Miasma of Pestilence is great for an additional -1 to hit, rumors about 9th edition currently suggest that we might see modifiers capped at -1.  On a more firm/practical note, switching to the Mark of Slaanesh would allow us to get Slaaneshi heralds in for an advance-and-run aura, another +1S, and we'd switch to Delightful Agonies for 5+ to ignore wounds.  The perk is we can use that on all our shooters in the army.

Food for thought.

Noise Marines are hilarious.  I think anyone who's run them knows that.  The only safe way to kill them is "shoot them when you have no infantry within 24 inches" otherwise you're gonna lose something.

Obliterators are a bit random, but getting them into cover makes it just that more annoying to shift them.  That being said, in this list the only other thing that MIGHT soak anti-tank fire is the terminators - so these guys are competing with Noise Marines for Conceal, and it's going to be a matter of "who do I need alive more?"  That being said, I like the versatility of them in this list.

The terminators stay.  The only real question I've got is - do I think about going for an Emperor's Children Battalion? The main reason to do so is to get access to the 'Honor the Prince' stratagem, which means for 1CP one of my charge dice is a '6.'  Considering 9th is around the corner and is going to change detachments, I'm not 100% onboard with this approach.

Next Steps
I'm definitely going to paint up a Possessed squad - a full 20 - and finish up a Demon Prince conversion.  The Terminators have kind of been on the to-do list for a while, but can wait for a minute.

I have painted soooo many cultists.  So very many.  But frankly, they're going to be relevant for some time.

Monday, April 27, 2020

Alpha Legion - Paint Recipe Part 01

Squad place-holder, ready to sit in the back.
 If you're like me - and prone to the occasional break from things like painting - it may pay to keep a log of how you actually paint your guys.  Or, if you want to make sure a project remains consistent - it pays to keep a log.  In the event anyone else wants to know one of the many ways to do an Alpha Legion paint job, here's what I essentially 'borrowed' (blood raven style) from the way Forge World does theirs.

The opening picture is a finished product with basing and transfers.  The green detailing on the bolters, melee weapons, and fabric serve as squad markings.  These guys are a minimal choice for a battalion or brigade - they exist to fill out a troops choice and provide fire support.

Recipe Part 1 - From Primer to Blue
This part of the entry is going to focus on the alpha legion metallic blue  We'll go from bare mini to "ready for the brush part" here.

Ingredients
Airbrush & associated place, gear to use it
Metallic silver primer
Tamiya Clear Blue
Tamiya Clear Green
MIX of Tamiya Clear Blue and Green (80/20 blue to green)
Flow improver

Step 01 - Prime
Kind of self-explanatory
 Public service announcement - metallic spray paint fumes will go straight to your head.  There's a reason it got used as cheap combat drugs in Mad Max: Fury Road.

Step 2 - Two Coats of The Blue Mix
Hey man, how old is that wash jug? Does it have to be so close?
 This is your real base coat.  You want to be thorough.  A touch of flow improver is your friend with the air brush.  I am not particularly worried about getting this on other parts of the mini that will be other colors.

Step 3 - Green From Below
What did I step in?
 Time for a little depth.  Make sure the first coat is dry and the airbrush got a good cleaning in between everything.  The green exists to help make stuff pop.  When you apply the green, it goes to the bottom bits of the mini.  Honestly, you just about hold the thing upside down and spray it up.

Step 4 - Blue from on high

I'm over the sound of the compressor
After cleaning up and letting the green dry, it's time for the blue.  This is basically the opposite - point the nozzle at the top of the mini - the blue comes straight down, hitting the upper part.  The blue and green serve to add some color and depth to the blue.

End Part 01
At this point, you can kiiiind of see the contrast in the blue.  And that's fine - but if you're seeing a mostly-blue blob after a lot of cleanup, that's normal.  Where this is going to ultimately pop is when the trim goes on.

Note that the trim is also kind of when some of the crying starts.  (Especially if you have new Chaos Marine kits, or want to run multiple Lords Discordant, because that's a small model with 3 square feet of trim.)