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I keep getting interested in playing Alpha Legion, but when I do I always feel that they lack something. So, after flipping through a few pages I came up with the idea of adding Kroot to the AL. Not only do Kroot automatically get Infiltrate, but they can do some pretty awesome first turn charges. The coolest thing is that they can see through 12" of forest instead of just 6"... I just wish that meant they could see through to the opposite side lol. At any rate, I have fixed up a neat 1k list with lots of hounds and I am being careful to follow the FoC rules, but after completing my list I notice the complete lack of Anti-Tank ability my army has. That and the inability to wound high T creatures. I've also noticed that my Kroot hound packs are super expensive, are they really worth it?
Has anyone else toyed around with a 1/2 and 1/2 build like this? /poke Karmoon.
well i deffently wont be able to tell you quite as much as the all knowing karmoon does. but i've been doing AL for about the past four months now and have realy enjoyed it.
I know what you mean when you say that you feel they are lacking something. to me it was alot of wounds on the table, maybe your the same. There are a couple way that you can solve this. AL get the use of cultists, and while they aren't the best at anything, they make superb cannon fodder and objective holders. the other way of solving this is going all infintraty. leave your tanks and dreadnaughts at home for 1k. this ensures that you will be able to get a horde of power armoured baddies on the board. and almost off of them infiltrating.
i can deffently appreciate the fulffyness of Alpha legion using kroot. but i dont think that they would be great competivly. like you said you lack anti tank and i think that the kroot are probably eating alot of points that could be spent on one of the best units in AL: the infiltrating tank hunting autocannon havocs. these guys solve every problem. so for freiendly games i would say have a blast. and see how it goes. but i think that more power armor on the board is your best bet.
Last edited by Silvanest; December 20th, 2006 at 08:15.
tank hunting, infiltrating autocannon havocs (missile launchers work great too). That will get you all the anti-tank you need in an AL list. If you are really strapped for points just put a pair of meltaguns in your marine squads.
Kroot Shapers can have Eviscerators (=chainfists) and Meltas. With their fleeting they can be a clucking doom for your opponents' high-T units or armour.
Don't forget your Hound Packs (I wish *any* hound-like four-legged model by GW was in plastic!), a Shaper Council and Kroot Hunters.
I've toyed with the idea of including Kroot, but the Yak (true Alpha Legion Master) beat sense into me.
There's no point adding a unit unless it brings something to the table. What do Kroot realistically add? The Alpha legion are not bacon chicken fish things that rub their asses on trees. They fight anywhere and everywhere. I have serious issues with Kroot because they're a one trick wonder. Sure, in forests, they respond to cover even better than nids. However, take them out of there.. and they're horrendous. Alpha legionairres, however, are great everywhere.
The only thing i personally think that Kroot can add which is unique is snipers, for a very reasonable price.
Pure Chaos has no sniper units at all. It's an excellent harrasment tool, and you can really force a player into moving or rushing and making a mistake.
But for everything else, Alpha Legionairres and Cultists simply do better - in all environments.
With regards to anti tank.. with melta squads, tank hunting autocannons and plasma squads, las cannons, power fists and obliterators I never have a problem with armour. Every Monolith i've come accross has been destroyed usually after 1 turn.
There's definitely fluff potential for using Kroot with Alpha Legion though. I can imagine them abandoning the poor Kroot to some hungry blood angels (prior to payment of course) and pursing their real goals.
With regards to body count.. at 1500 I have about 50 Meq wounds on the table.. That isn't that bad is it?
But I must agree with The Yak when I say that Alpha Legion offer a unique tactical challenge in virtue of their purity. With other armies, you tend to chop and change units if they're not working too well for you. With Alpha Legion, I've found that i've stayed with the same units and actually improved as a player. When to expand, when to retract. When to infiltrate, when not to infiltrate. Which squads work well together, where to apply pressure, which units work as units.
For this reason, I honestly see Kroot as superfluous, but i'll be honest and say that i have no experience with them, and everyon'e opinions and experiences are unique.
So by all means, give them a try and let us know how you get on.
Maybe I'm too into the fluff or the philosophy of the Alpha Legion... I just really think that the Alpha Legion forces you to make excellent use of our basic troop choice. And when you do, you realise just how good Chaos Space Marines are.
FOR THE EMPEROR!
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Kroot.... chicken people.... just leave them for the tau. While I do see even a fluff reason for them in alpha, I just don't see why. Alpha legion are into converting cultists, causing mayhem and being sneaky. Kroot are mercenaries... they can't be brainwashed like imperial citizens can and that's where the cannonfodder are. Besides, kroot have their own agenda, dying isn't really on it(if they can help it).
Cultists also open up the daemon "tree" of the codex, which is quite valuable for an INFILTRATING FORCE. Immagine bringing in bloodletters for your assault support, or even damonettes. you could have 50+ models turn 2 charging the enemy lines just under half would be very good, the other half lending itself to overwhelming numbers and breaking the lines. Not to mention cultist champions.
Kroot can do some things well, leave them to armies that NEED a unique element for numbers, we already have it.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
i've always thought kroot add a little to any army if you use the right kroot unit ie the snipers for assult armies or a counter charge for shooty armies but if you take them as an army on their own they suck. so unless you have a specific reason to take them don't bother.
Hey if he likes the look of kroot then I say go for it. Adds a bit of variety to a MEQ army. There is much more to 40k than tournaments.