Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
What are the advantages and disadvantages for both the Alpha Legion and the Black Legion as i am undecided on which force to play yet.
The Alpha Legion are very mobile. Due to the reduced cost for which they get Infiltrate, the entire army can set up wherever you want, allowing you to take any and all available cover as well as positioning yourself in a perfect location for rapid fire or to assault your enemy. As for the Black Legion, they don't have much going for them since both the Alpha Legion and Black Legion are able to choose anything from the list. In many ways, they are like the Ultramarines of the Chaos Space Marines - they're nothing special and most people ignore them, but they are fun to play around with and write fluff for, or paint. I like the Black and Gold colour scheme because it's simple. Think of them as Vanilla Chaos Space Marines.
Ok so i have decided to go with the Alpha Legion, on that is it best to use the Chaos cultists as pure fodder as htey rush towards the enemy or can they serve another purpose?
Note: The cultists are the only ones that can summon deamons for the Alpha legion... but idk if you read that part, just making sure you know that cultists arnt only cannon fodder but also your only means of summoning deamons!
Alpha legion can only ever take daemon packs - not beasts or even Greater Daemons. I'm using an infiltrate-heavy black legion army to get a bloodthirster very close to my opponent.
Alpha legion are good, but they do lack some of the more useful toys in the chaos army.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
Don't ignore cultists so easily.. Against a well tooled marine squad or 'elite' unit they might not be terribly effective, especially if they get shot to bits before getting there. But they can take out guardsmen, fire warriors or even some ork units easily if they get the charge (always take furious charge!) and can tie down elite units with sheer numbers. Also, because of their lack of armour, you don't have to worry about power weapons, which are normally very nasty versus meq armies.
The special part of the Black Legion is that the chaos god/follower restrictinos are dropped entirely. You can have berzerkers fighting alongside daemonettes. Bloodletters and deathguard holding the line while your legino of Tzeentch sorcerors take down the enemy from afar. It's good times in a 2000 + pt game.Originally Posted by NiteRabbit
Not really vanilla... more like chocolate for chaos!
That said, there's nothing wrong with a night lords force.
missing a greater daemon isn't that bad. Yes, a bloodthirster can rip your opponents a new one, and they also are a nice distraction for the rest of the force to position. but then, you've got your chaos lord still, which can be as good as most greater daemons. Not being able to take beasts is something that you can probably live with too, it leaves more room for raptors and bikes. The daemon packs... can be alright... remember that the daemon packs are more often than not losing effectiveness every turn (being shot at and daemonic instability). but look at your daemon options:
Bloodletters: good, but expensive as all hell pointswise. these guys make excellent shock troops, but remember you're using a lot of points for them.
Daemonettes: fairly cheap, fragile, but great when supported by other units.
Plaguebearers: nurgles rot that effects your own troops... let the deathguard take these guys.
Horrors/flamers: Horrors.... tie up troops, flamers: decent shooting, but then you have the rest of your army to shoot. i've got mixed opinions about these guys.
Now, you've got cultists, which can infiltrate, and get one other skill, AND can come in a mob of 20. consider 20 imperial guardsmen with furious charge running at an enemy unit, not only tieing it up, but probably hurting it that first turn. Add a unit of daemonettes with their warp scream ability to lower the units initiative by one, making it more than likely strike at the same time or later than the cultists.