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Alpha Legion 2,000pt List
I scrapped all my previous lists this weekend, and started again for all three Legions I play. This time I wanted to get more mobile assault capable units, and less of a gun line.
The Lighthouse Keeper - Lord, Dark Blade, Daemonic Resilience, Daemonic Strength, Daemonic Speed, Daemonic Aura, Daemonic Visage, Frag Grenades, BP, Furious Charge, Infiltrate, MoCU, Teleport Homer [167pts]
Squad of 7 Chosen Terminators: MoCU, 2 Reaper Autocannon, 1 Power Weapon, 3 Lightning Claw, 2 Power Fist, 1 Chain Fist [332pts]
Squad of 3 Obliterators [210pts]
Squad of 5 Chosen CSM Aspiring Champions: Bolt Pistol, CCW, Frag Grenades, 1x Meltagun, 1x Power Fist, 1x Teleport Homer, MoCU, Furious Charge, Daemonic Steed, Daemonic Visage [275pts]
Squad A of 5 CSM: MoCU, Lascannon, Infiltrate [95pts]
Squad B of 5 CSM: MoCU, Lascannon, Infiltrate [95pts]
Squad C of 5 CSM: MoCU, Lascannon, Infiltrate [95pts]
Squad D of 5 CSM: MoCU, Lascannon [90pts]
Squad of 16 Chaos Cultists: MoCU, Cult Champion with Bolt Pistol [117pts] Assassins
Squad of 7 Raptors: MoCU, Infiltrate, 3 Meltaguns [247pts]
Havoc Squad of 5 CSM: Tank Hunters, MoCU, Infiltrate, 2x Missile Launchers [135pts]
Havoc Squad of 6 CSM: MoCU, Infiltrate, 3x Heavy Bolter [141pts]
Hopefully this list is more Mission capable than my previous ones. Comment and criticism would be appreciated.
I am going to give you my thoughts on this list.Good.Originally Posted by Lord RamonThey're so expensive, you could get a couple of smaller assaulter squads they'd be much more robust, and tactically flexable.Originally Posted by Lord Ramon
If you are going to keep the termies, exchange the lightning claws for power weapons, they're just too expensive, give the powerfist guys chain fists instead(for 3 points more each, why not).
right now, they are split between shooty and assaulty. Choose which you want them to be and give them a vet skill(I would suggest tank hunters of furious charge) and drop the wargear that doesn't benefit from it. Give them a clearly defined purpose so they can kick butt at what you want them to. Giving them too many roles has the tendency to do two things: confuse the commander as to what they should be doing, and make them not as good at doing any of those things.Great!Originally Posted by Lord RamonBasically, you are having a mixed squad of 7 terminators and 5 power armored chosen aspiring champions. that is 500+ points in one squad of 12 guys.Originally Posted by Lord Ramon
Chosen that aren't retinue are fielded in one squad. I would drop both squads. There is so many better things you can do with the points.
If you chose to keep them all, mixed armor is ok, but drop the steeds and visage, and give a guy a power weapon, mutation, and spikey bits, make a clear leader.
your chosen choices are going to be functionally frustrated. Each marine costs so much that you can't really effectively use them to a tactical benefit. Structure your chosen like CSM squads. Make a leader, give him good gear and the rest should be his lackies, perhaps one or two with some decent gear. So when you take casualties the decision of which models to take is easy, and much cheaper than having a whole squad filled to the gills with toys.If you want a good assaulty alpha legion army, you need to theme your core squads accordingly. Leave the heavy weapons for the havocs.Originally Posted by Lord Ramon
At 2000 points I always have at least 4 solid troops choices in the form of:
8man CSM squad, MoCU, 2x Meltaguns, Infiltrate. AC with PF and BP.BAM you have an excellent assaulting troop and its reasonably cheap and dead hard.
20 Cultists, Assasins, Cultist AC- Daemonic Talons, Spikey bits, Mutation
Give them melta bombs for cheap if you want to take care of walkers and tanks.
At 2000 points you need to max these guys out. Your oponents will have stuff that can make mince meat out of them.
You NEED a solid core of troops choices right now, your troops are utterly whimpy.
These guys are your core, and will strongly support your primary assaulters.
Set the CSM squads up behind the cultists, let the cultists take the charge, or charge in first, they will get stuck in and probably have a hard time winning if they don't wipe out the oponent(rarely), your CSM squads are there to back them up and charge in and decisively win the combat with them.See above.Originally Posted by Lord RamonFurious charge, they have the movement and the hit and run ability to make extensive use of this skill.Originally Posted by Lord RamonAt 2000 points, this is a waste of slots and points.Originally Posted by Lord Ramon
8 man havoc squads, with either 4 ML, or 4 ACs with Infiltrate, Tank hunters, and MoCU.Originally Posted by Lord Ramon
I highly suggest restructuring your list to look like this:
3x 8 man CSM squads
2x 20 man cultist squads
1x Raptor squad
1x Havoc squads
your lord cultists and raptors will lead the charge, tying up the oponent and forcing his hand to support,or parish as your CSM squads are your backbone and assault support. They will come in to deliver a strong punch and push through. Raptors should always hit and run on their turn and recycle.
If you have the points, give your CSM squads Furious charge, remember they are NOT front liners, they are there as assaulting support after whatever in front gets tied up. Let the cheap stuff take the hits and get the assault on them with your strong CSM squads.
Last edited by theyak; June 24th, 2006 at 01:45.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
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