Sunday, October 22, 2017

Alpha Legion: Rules 1 - Traits and Tactics

I started seriously planning for this Alpha Legion army during 7th edition, and I wanted an army that represented a group of Alpha Legion Headhunters, not a handful of marines and loads of cultists. I particularly like the rules in the Horus Heresy-era version of the game (commonly called "30k"), and I take my inspiration from one of the special Alpha Legion Rites of War, the "Headhunter Leviathal". This set of rules represents a small group of Alpha Legion elites conducting a false flag operation, and makes Headhunters troops. Headhunters have special ammunition, can infiltrate, and are decent in melee with their Rending power knives. This is the type of army I want to replicate in 40k: elite troops (though not strictly restricted to Headhunter-surrogates) that can deploy wherever they need to be. Their missions, infiltration, false flags, sabotage, and assassination, are conducted deep behind enemy lines.

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Forge World Alpha Legion Headhunters models.

Personally, I am trying to build army lists that have a combination of ruthless effectiveness as well as the right "feel", a certain jes ne sais quoi that makes it feel like the enemy is being outmaneuvered or ambushed. I'm also, in general, more interested in special abilities that let you "break" rules instead of merely giving better odds on existing ones. For example, I'm more interested in something that lets a unit shoot after falling back than re-roll hits, even though re-rolling hits is good. I'm also looking at indirect things like mitigating the downsides of taking large units so that I can deploy faster and get the +1 to go first. This "feeling" will be referred to as the "Hydra Factor" from now on for simplicity. It's not just "would the Alpha Legion do this?" but also "is this useful for infiltration operatives?"

Alpha Legionnaire revealing his presence.

There are a few different options for making this kind of force in 40k 8th edition, but they essentially boil down to either using the Chaos Space Marines (CSM) rules or the loyalist Space Marines rules. I'm discounting other Space Marine books until they are released, and I'm discounting Death Guard and Thousand Sons altogether. Since the CSM and SM books are similar in structure, they will be discussed at the same time and each discussion will focus on a different aspect of their rules. First, we start with Legion Traits/Chapter Tactics. Effectiveness and Hydra Factor will be rated on a scale of 1 (lowest) to 10 (highest). Overall score is calculated by multiplying the Hydra Factor by 1.5, and then summing that and the effectiveness score, for a total between 2.5 and 25. I then divided that by 2.5, so that the overall score is still between 1 and 10.

CODEX: HERETIC ASTARTES


1. BLACK CRUSADERS: Black Legion trait. I like the bonus to leadership, especially since that adds some durability to larger units of marines, which are good for trying to get that +1 on the roll to decide who gets the first turn. The other half encourages using lots of rapid fire and assault weapons and staying on the move. I'm imagining units of skirmishing infiltraitors (perhaps represented by Chosen with plasma guns) getting to objectives faster than their opponents and being able to slither away before their enemies can pin them down, like a viper strike.
EFFECTIVENESS: 6
HYDRA FACTOR: 6
OVERALL: 6.0

2. SIEGE LORDS: Iron Warriors trait. Ignoring cover isn't bad, but it's not as big a deal in 8th edition. Could represent some precision marksmanship, but only against targets in cover. The second half of this trait doesn't fit with the Alpha Legion and doesn't really seem very good either based on the number of opponents who have used buildings.
EFFECTIVENESS: 3
HYDRA FACTOR: 1
OVERALL: 1.8

3. DARK RAIDERS: Renegades trait. Being able to advance and assault does seem fun, especially if its a squad of Chosen or Raptors with meltaguns. Or it could be used with Khorne Berzerkers or Warp Talons to represent specialized assassin squads. Doesn't exactly scream Alpha Legion, though.
EFFECTIVENESS: 5
HYDRA FACTOR: 4
OVERALL: 4.4

4. BUTCHER'S NAILS: World Eaters trait. This trait is more straightforward in its application: just keep successfully charging things. This would be better if there were things in the codex that could break away from combat and charge again, but since there are not, it means that you just have to kill everything before your turn comes around again. Again, this would represent a group of specialized melee assassins and use units like Berzerkers.
EFFECTIVENESS: 5
HYDRA FACTOR: 4
OVERALL: 4.4

5. TERROR TACTICS: Night Lords trait. This has the potential to be really great. Just cause a single wound, and the enemy unit has to take a morale test with a potentially huge negative modifier. Use Raptors and an Icon of Despair for extra morale damage! However, this trait is less useful against units that can mitigate morale effects, like Fallen. This could represent Alpha Legion using psychological warfare and hallucinogens to soften their enemies up.
EFFECTIVENESS: 5
HYDRA FACTOR: 7
OVERALL: 6.2

6. FLAWLESS PERFECTION: Emperor's Children trait. Going first in combat by default is pretty cool: great for your melee units and good for assault units that get charged. Might make an opponent thing first about charging through Overwatch and then their charging unit possibly not even going first. But it's not as representative as some of the others on this list.
EFFECTIVENESS: 5
HYDRA FACTOR: 4
OVERALL: 4.4

7. HIDDEN IN PLAIN SIGHT: The Alpha Legion trait is, of course, very fitting, representing the Legion's use of optical, electronic, and even psychic shrouding equipment and techniques. This trait favors ranged units that are at their full effectiveness when they are over 12" away from the enemy, so unfortunately the ubiquitous boltgun does not pair well. And this trait is less helpful against melee-focused armes. But most opponents will probably have some ranged units.
EFFECTIVENESS: 7
HYDRA FACTOR: 7
OVERALL: 7.0

8. PROFANE ZEAL: Word Bearers trait. Useful if you plan to take larger units, and even for small ones (to a lesser degree). Intended for groups of cultists no doubt, this is still useful since mitigating the disadvantages of taking larger units means you're more likely to get the +1 to the roll to go first. But this doesn't feel like an Alpha Legion signature move.
EFFECTIVENESS: 5
HYDRA FACTOR: 3
OVERALL: 3.8

CODEX: ADEPTUS ASTARTES


1. CODEX DISCIPLINE: Ultramarines tactic. Added leadership is cool for reasons already mentioned, but being able to shoot after falling back is even better! I doubt this is quite as effective as some seem to think, but if a charging enemy didn't wreck you and just wanted to pin you, or they were able to consolidate into another unit after combat, falling back isn't so bad anymore! You can't pin all the heads of the hydra! 
EFFECTIVENESS: 6
HYDRA FACTOR: 8
OVERALL: 7.2

2. LIGHTNING ASSAULT: White Scars tactic. Obviously makes for a super mobile force, and it means jump troops can shoot and charge after falling back. I still like being able to shoot after falling back better, though.
EFFECTIVENESS: 5
HYDRA FACTOR: 5
OVERALL: 5.0

3. SEIGE MASTERS: Imperial Fists tactic. See Iron Warriors trait. 
EFFECTIVENESS: 3
HYDRA FACTOR: 1
OVERALL: 1.8

4. RIGHTEOUS ZEAL: Black Templars tactic. Re rolling charges is cool, but not what I have in mind for my elite operatives.
EFFECTIVENESS: 5
HYDRA FACTOR: 2
OVERALL: 3.2

5. MASTER ARTISANS: Salamanders tactic. Could easily represent master marksmanship and identification of weak points, but I could get a similar effect by having a captain and lieutenant. Good for units not near the duo, though.
EFFECTIVENESS: 6
HYDRA FACTOR: 6
OVERALL: 6.0

6. SHADOW MASTERS: Raven Guard tactic. See Alpha Legion trait.
EFFECTIVENESS: 7
HYDRA FACTOR: 7
OVERALL: 7.0

7. THE FLESH IS WEAK: Iron Hands tactic. Having a last chance save on everything (twice on Venerable Dreadnoughts) is nice, especially against mortal wounds. But it's only 6+ and the Alpha Legion does not value self-preservation, its infiltrators especially.
EFFECTIVENESS: 4
HYDRA FACTOR: 1
OVERALL: 2.2

Based on the overall scores, the frontrunners are Black Legion, Night Lords, Alpha Legion, Ultramarines, Salamanders, and Raven Guard. All of these traits/tactics got an overall score of 6 or higher, with Ultramarines being a strange best on the list. 

Do you think the scores should be different? Leave a comment! Next in the rules topic I will be looking at potential units in each codex, since I will be referring to them when I discuss relics, stratagems, and most other parts in the future.

+++ Hydra Dominatus +++

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