Friday, November 3, 2017

November 2017 Power Rankings



November 2017 POWER RANKINGS

The new month has come! Today I give you an update on the current player power rankings as seen by the Battle Brothers of the GCWA.

October was a slow month for most players in the Gulf Coast, but playing in events does deserve credit, and we can see that in this months rankings.


1.    Mark Perry – Last month 1st (no change)

ITC stats: 459.97 Points / 1st South / 57th Overall / 2nd CSM
·      Mark had no events posted this month, but we feel that his overall play was good enough to keep him at number 1.

2.    Carter Leach – Last month 2nd (no change)

ITC stats: 447.02 Points / 2nd South / 60th Overall / 1st Corsairs
·      Carter went to the Crucible GT and placed 7th, however it did not effect his overall ITC points.

 3.   Will Grant – Last month 7th (UP 4 SPOTS)

ITC stats: 336.17 Points / 11th South / 194st Overall / 2nd Chaos
·      Will got 3rd place in the Louisiana 40k state championship which has moved him up into the top 3. His ITC points are still fairly low, but only because he has not registered anything other than an RTT.

 4.   Dale Oser - Last month NOT RANKED

ITC stats: 262.8 Points / 32nd South / 449th Overall / 26th Tau
-     Dale has done a great job recently and has for a long time been a great player. Did extremely well at the Louisiana state championship.

 5.   Mike Sanchez – Last month 3th (DOWN 2 SPOTS)

ITC stats: 374.64 Points / 10th South / 178th Overall / 8th Guard
·      Mike did drop a few spots this week, but he can easily move back to the top three with some strong finishes this month.

 6.    John Moore – Last month 8th (UP 2 SPOTS)

ITC stats: 341.46 Points / 23rd South / 232nd Overall / 8th Tau
·      John moved up 2 spots by winning the QuestCon RTT. John continues move up and down each month on the list. Word is he will be MIA for WZA... so he needs to get some strong local tournaments in to keep his power ranking.

7. Adam Abramowicz – Last month 9th (UP 2 SPOTS)

ITC stats: 319.27 Points / 20th South / 283th Overall / 6th Blood Angels
·     Moving up for the second month in a row. Came in 2nd place in the Louisiana state championship event. Keep up the good work!

8.    Adam Clem – Last month 4th (DOWN 4 SPOTS)

ITC stats: 348.95 Points / 13th South / 219h Overall / 8th Space Wolves
·     I did not get to play one 40k game in October. Across the board in ITC ranking I fell and need to get some good wins in to move myself back up.

9.   Shawn Lowrey – Last month 6th (DOWN 3 SPOTS)

ITC stats: 360.84 Points / 12th South / 201st Overall / 17th Dark Eldar
·     Shawn took a little drop this month, but do not take that for granted. He is still one of the best players on the coast and with some good wins this month, he will move right back up.

10.    Ian Thornton – Last month 5th (DOWN 5 SPOTS)

ITC stats: 339 Points / 15th South / 237th Overall / 5th Necrons
·    With a quiet month for Ian too we see him drop to 10th. Still the top Necron player in the GCWA, but like others need to get some more quality wins to stay on the power ranking list.

Others receiving votes: Jeff Stem, Mike Miller, Trent Miles, Robert Harp, PT Taylor, Brain Bengnaud, Clint Hoffman, Jacob Wells, Scott Combs


Until next month, keep throwing dice

Jarl Clem

Wednesday, November 1, 2017

Against the Grain - Orks, Going Green


For the next installment of Against the Grain, I'm going to wade into some strange territory for myself...the Greenskin...Orks! As a T'au player, this army couldn't be more diametrically opposed to my usual playstyle; but, as heard on our most recent podcast, the Warboss wants to crump some T'au. We will attempt to oblige him.

Ah the Ork...the muscle bound, comic relief of the Grimdark. This is a faction that has as much character as the rest of the 40K universe put together. However despite carving out vast empires in the background, they have struggled to perform well at tournaments over the last few editions. While I don't believe that I can change that in one go, we're going to attempt to put the Index to work and build an army that is defiantly Orky and will run roughshod through unprepared armies. 'Ere we go!

Researching the Index

 So I will be the first to admit that Orks are completely foreign to me. I've only ever played a handful of games against them in years of playing 40K, and probably half of those games have been against Warboss Hinkel. With that disclaimer, I enter this article as a largely clean slate on the actual workings of the Greenskin. That means I'm going to have to dive head first into the Index and see what is actually going on and what rules/units we can work to our advantage. What am I looking for? Well the first page is usually a good starting point and conveniently the first page of every Index army contains a good chunk of the army wide rules. This is what I'll call the First Signpost. Two things from this:
  1.  Mob Rule: Two pieces of this rule. The first part lets a model use the number of models in their unit as their leadership. This is great in and of itself as Orks can take 30 Boyz to a squad so you're going to have massive units to protect you from morale losses. But the second part allows you to also use the leadership of any friendly unit within 6". Basically what you have here is the rebirth of the Green Tide, so what if one unit loses 10-15 models? Just stick around your other Boyz and the Greenskins will stick around through the Morale Phase.
  2. 'Ere We Go!: Orks can reroll their charge distance. Nothing flashy, just a very solid benefit for an army that wants to be in close combat.
With those two rules in mind, the initial impression is that we are going to want to utilize large units of Boyz, and we want those units to get into CC. Now with a direction to travel, we need to start looking at general rules mechanics that are known to be powerful in 8th Edition 40K. Namely Mortal wounds. Every army has a way of generating Mortal Wounds and they have proven to be one of the strongest mechanics in this edition. Orks have two ways of doing this: Weirdboyz with Smite and 'Eadbanger (kind of), Shokk Attack and Zzap Gunz, and Bomms (multiple varieties).



I'll cut through the step by step index search and go straight to the end results.
  1. Boyz/Gretchen: These are your Troops and max out at 30 models. Slow moving is their downside but these will still be our bread and butter.
  2. Weirdboyz: This is where things get good. These are your Mortal Wound generators. Smite has proven to be an amazing power and these guys will be doing it early and often. Now there is a wonderful caveat to Weirdboyz, "Waaagh! Energy", that adds 1 to the Weirdboy's psychic tests for every 10 friendly Ork models within 10". With squads of 30 surrounding the psykers on all sides, it will be very easy to add 5 or 6 to the 2D6 psychic test. This will get into that sweet D6 mortal wounds more times than not. Yes, this makes Perils of the Warp an issue, but we will address that later.
    Now that's a good start but let's continue. Footslogging Orks have a movement issue. Weirdboyz have Da Jump to let a unit "Deep Strike" 9 inches away from enemy units. See where this is going? Drop 30 Boyz rerolling charge distance right in front of your opponent's lines and go. Wash, Rinse, Repeat as long as you have Boyz.
  3. Bomms: much like T'au Seeker Missiles, these are one use only Mortal Wound generators. The variety we're going to look at are the Bigbomms that come on Deff Koptas. After flying over an enemy unit, each model may drop its Bomm. If it does, you roll a dice for each model in the unit (up to 5) for each Bomm. On a 5+, you generate a Mortal Wound. That's pretty handy for hammering medium to heavy infantry. There are some good options among the Flyers as well, particularly the BurnaBommer.
     
  4. Zzap and Shokk Gunz: These are the last option for Mortal Wounds and are much more random than the others. Roll 2D6 for Strength and if it's 11+ then you just cause Mortal Wounds instead.
So now that we have our general idea of what we want to build around, let's dive into the list.

The WAAAGH!

Brigade: 9 CP

3x Weirdboyz: Da Jump
1x Weirdboy: 'Eadbanger
1x Weirdboy: Warpath

3x Boyz(30): Slugga and Choppa, Nob with Power Klaw and Slugga
1x Boyz (26): Shoota, Nob with Big Choppa and Slugga
2x Gretchen (20)

3x Painboyz: Power Klaw and Dok's Tools

3x Deff Koptas(2): Kopta Rokkits and Bigbomm

3x Big Gunz: Zzap Gun

How it Works

The idea here is pretty simple, there are over 170 models on the field which equates to just shy of 200 wounds that your opponent will have to chew through. The plan is to move/advance everything up on turn 1 with the exception of one unit of Boyz and the Shootas. Psychic phase will have the Weirdboyz Smiting whatever is within range and since they will be surrounded by Orks, this will almost certainly be getting higher than 10 every time. I went ahead and gave the 4th and 5th Weirdboyz the other powers as they may come in handy, but these guys are largely just there for Smite. The Painboyz will be hanging out nearby to heal back the Mortal Wounds taken from those pesky warp creatures clawing at the Weirdboyz's minds. One of the psykers will also attempt to do the Da Jump, which again will benefit from Waaagh! Energy, and throw the non-advanced Boyz unit across the board into your opponents face. With rerolls to the charge distance and a plethora (that means 'a lot' you filthy Greenskins) of Command Points, there's a good chance this unit will be smashing face on that first turn.

Just some Orky philosophizing...

To fill out the rest of the list, the Big Gunz hang out in the back and take potshots downrange. These guys will be holding your home objectives and just generally denying reserves from coming in, along with the Gretchen. The Deff Koptas are the wild card as they each have the ability to Outflank and come in off a table edge. This allows for them to show up in some unexpected places to perform their bombing runs. Remember your statistics with these guys, 5 rolls each on infantry squads with each roll causing a Mortal Wound 1/3 of the time. Play it right and you should be able to remove a decent sized squad without actually having to shoot or charge it. Add in their 14" movement and the Deff Koptas will be your unit that plans to run roughshod through the enemy DZ and distract them while your Boyz cross the field.

Will it Work?

Well of course it will! You just have to believe it will. At least I think that's how Ork success works...  if anything just paint it red and you probably won't ever have to worry about making that charge!
Honestly, this list would give most of my T'au lists a scare. There isn't one unit that I can focus down to break it and that's A LOT of bodies to chew through, especially if you pull off a successful Jump and Charge. Throwing out buckets of mortal wounds from the Weirdboyz doesn't hurt either.

What you end up with is an army with a lot of bodies, a lot of automatic wounds, and several tricks to get into your face and choppin on Turn 1. Testing will see if this is viable but I don't see why this couldn't be! Bring on the WAAAAAGGGGHHHHH!

Last but not least...the Warboss in all his glory...


So what did you think of this list? Could it work or is it just some wishful thinking and techno-babble from the Blueskin? Let us know in the comments and thanks for reading!

Saturday, October 28, 2017

Podcast - Battle Brother of the GCWA - Reboot Episode 4

n this episode we talked about our trip to quest con 
A new part of the show called The Climate of 40k 
Highlights of the new Astra Militarum codex  
Check us out on Itunes as well at - Battle Brothers of The GCWA


Wednesday, October 25, 2017

Aftermath - Tau Seeker Missiles Tournament Report





Aftermath is a companion series to Against the Grain. The goal will be to present Battle Reports of the lists we post in the Against the Grain series to show how well the armies performed. Some will be good, some will be bad, but hopefully they'll all provide some entertainment during your lunch break!


The Original List and What Changed


Just as a refresher, the initial list was built around the idea of using T'au seeker missiles to pour on mortal wounds in what would (hopefully) be a devastating alpha strike. The initial list can be found here along with my rationale and some early results from testing. I made a few tweaks after those first two games to arrive at the list I have now. The Sky Rays, Sniper Drones and Marksman were dropped in favor of Longstrike and a Hammerhead with Railgun. While this cut down on the number seeker missiles, I think it greatly improves the long game while not severely hurting the alpha strike capabilities. It also let me break the Piranhas out into a separate detachment for an additional Command Point which was a nice perk. So here's the adjusted list:

Battalion Detachment

2x Commander: 4 Missile Pods, 2 Gun Drones

Kroot (15)
Strike Team (6): Shas'ui w/Pistol and Markerlight, Pulse Rifles
Strike Team (6): Shas'ui w/Pistol and Markerlight, Pulse Rifles

Outrider Detachment

Commander: 4 Fusion Blasters, 2 Gun Drones
3x Pathfinders (5): Pulse Carbines and Markerlights

Outrider Detachment

Longstrike: Railgun, 2 Smart Missile Systems, 2 Seeker Missiles

3x Piranha Squadron(3): Burst Cannons, 2 Gun Drones, 2 Seeker Missiles

Hammerhead: Railgun, 2 Gun Drones, 2 Seeker Missiles

Total: 1999pts

Test Games


I've played 6 games now with the modified list and am sporting a 4-1-1 record. So we'll run through the first three test games real quick before diving into the tournament report.

For the first game, I squared off against Robert Harp and his Adeptus Mechanicus. He runs a disgusting list that consists of a big unit of Castelan Robots that are backed up my Cawl and a Datasmith who provide rerolls and some wound regeneration. He foregoes any pretense of close combat and takes 3 Heavy Phosphor Blasters on each robot (usually running 5-6 robots) which translates to over 100 S6 AP2 shots with rerolls. This is a unit that can simply erase things from the board and unfortunately for me, I didn't have enough Seeker Missiles to wipe the unit in one go. This game was the one tie I had, there were four objectives and one relic in the center of the table. I was able to remove half of the robots with missiles so that really helped minimize the return fire, although the Piranhas still got shredded over the course of the game. It's been a few weeks now so I don't remember the exact details other than we each had 2 objectives at the end, the Relic was in no man's land still, and we each had two tertiary objectives (Linebreaker, First Strike, etc.).

Game 2 was against Jordan Brown and his Sisters army with Grey Knight allies. He had two melta squads mounted in Repressors which I forgot had that wonder pregame movement of 12". So I had two Piranhas squadrons get mauled early on but was able to protect most of my firebase as his long range shooting wasn't as strong as mine. Guilliman was doing his thing on Jordan's right flank. Fortunately for me, he never really advanced upfield, opting to stay back and buff the Dreadknights that teleported in. This was a tough game as Dreadknights are easily one of the toughest units to crack in the Imperium's arsenal. Seeker Missiles were able to do significant damage to one of the knights while weight of fire brought down the other with help from my commanders. Hard fought game but I was able to hold the two primary objectives and rack up some secondaries to squeak out the win.

Game 3 was against Matt Chiusano and his newly revamped Astra Militarum (Back in my day we called it the Guard). So this one wasn't your conventional list, Matt was sporting three Baneblade variants: Shadowsword, Stormhammer and Baneblade. Rolled for deployment and we got spearhead assault which let me attempt* to hide my Hammerheads towards the back along with my Piranhas. I seized initiative and moved my Pathfinders up to draw lines on the Baneblade sporting the most guns (it was A LOT of guns). Unfortunately, my Pathfinders hadn't been to the range recently and I couldn't get up to the magical 5 markerlights to get the +1 to hit. The Seeker Missiles whiffed magnificently and I was only able to knock it down to around 16 wounds, which was irrelevant as they were Valhallan and didn't degrade until they had taken an absurd amount of wounds. This game quickly turned into a beating, I wasn't tabled but it was a near thing.

QuestCon RTT


This past weekend, several members of the GCWA traveled to Mobile, AL for a first year convention that was sporting a 40K event as well. From the look of the convention hall and gaming area, this is a convention that's looking to grow and has the room to do it. The missions were modified to have an Attacker and Defender that would benefit depending on which primary mission was rolled. The Primary Objective was worth 9 points.
The 3 primaries were as follows:
1) Defender benefit: 2 Objectives in the the Defender's deployment zone
2) Kill Points by Power Level
3) Attacker benefit: 1 Objective in No Man's Land
The secondary objectives were the same for each game, three Relics dispersed across No Man's Land worth 2 points each. Tertiary Objectives were some of the standard rulebook/tournament staples: Slay the Warlord, Linebreaker, First Strike and Big Game Hunter.

ROUND 1
Opponent: Mike Ooton
Army: Imperial Knights w/Catachan Allies



Opening round I draw Mike and his 3 Imperial Knights backed up by Stracken, 2 Infantry Squads and a relic toting, deep-striking Commissar with a big unit of Conscripts. Mike is a painter extraordinaire and had three beautiful Freeblades backed up by Catachan Jungle Fighters. Fresh on the heels of my beating from the Baneblades, I was really worried about the prospect of facing off against 3 Superheavies. He chose to be the Defender but fortunately for me, we rolled the mission that benefited the Attacker. The Primary objective was therefore placed just outside of my deployment zone, and the Relics were dispersed fairly evenly across the board with two on my left flank and the third on a hill to the right with Vanguard deployment.

Mike easily got the +1 to go first so I moved my Pathfinders and Kroot up into cover and onto the Primary objective, respectively. The two Infantry squads combined into one large squad and moved onto a hill to bring his lascannons into range of my Piranhas on the left. The Crusaders Opened up on the Kroot while offering potshots at my vehicles. The Kroot died horribly but they gave me a turn of not weathering Avenger Gatling Cannon fire on the more important units in my army. The Errant took a shot at Longstrike and knocked a few wounds off before failing a charge on a unit of Pathfinders. In the bottom of the turn, I deep struck my Missile Commanders into the middle of my line and sent my Fusion Commander off to the right to try and deal with the Errant. Markerlights and Seeker Missiles focused down one of the Crusaders with the Commanders finishing him off. The Fusion Commander landed a couple wounds but Mike rolled very well on his Ion Shield and only lost a couple wounds. Turn 2 saw the Errant take another shot at Longstrike while the remaining Crusader turned his Gatling Cannon on my Piranhas. **Note: The Gatling Cannon MURDERS Piranhas.**

My Fusion Commander was able to survive the titanic feet attacks with only 3 wounds taken (I also rolled hot on some 5+ saves). My turn 2 I was able to fall back with the Commander and bring down the Errant with weight of fire from the Fusion Commander, Piranhas and the Railguns.
At this point, it was just a matter of turning the guns on the last Crusader who valiantly fought on and crushed two of my Piranha units. He eventually fell and then it was mop up work on the Infantry.

I held Primary and one of the Relics while achieving all four Tertiary Objectives. Mike got First Strike off the Kroot.
Result: Victory 15-1

Round 2
Opponent: Warboss Hinkel
Army: Orks



For the second round I drew the Warboss himself, Anthony Hinkel, and his Speed Freak Orks. He may do his own write up but his list was Zhadsnark, Warboss on bike, 4x or 5x Warbikers(4), 4 Deffcoptas, 5 or 6 Warbuggies, a Big Mek with Shokk Attack Gun, and 2x Stormboyz(10). All in all it was an incredibly fast moving army that could have caused serious issues if it managed to reach my lines.

Hinkel won the initial roll and elected to be the Attacker. He then deployed the three Relics very close to his lines for easy grabs by the Stormboyz. The roll for Primary was then very fortuitous for me as he rolled the Attacker mission, but had nowhere to place the Primary objective except right in front of my lines. His plan was to move up anyways so this wouldn't be an issue if he was able to win first turn and get into my face early. Fortunately I got the +1 to go first, even more fortunately we both rolled 1s so I got first turn.

Now as I have said, my list is built around the idea of removing one extremely high value unit on Turn 1 and then weather the rest of the game through sheer volume of fire and speed. But with Hinkel's army, there weren't any viable big units to focus on so I spread my markerlights around 3 of the warbike squads that were directly opposite most of my castle and stayed stationary with most of my army. The Missile Commanders again dropped into the middle of my lines for a Turn 2 Kauyon and my Fusion Commander saw an opening to drop in closest to Snikrot and did a suicide run on the opposite side of the table to try and get Slay the Warlord and First Strike in one go (he was not successful, but did a total of 12 wounds to the 2 Warbosses before being eviscerated). I was able to wipe out at least 2 of the marked warbiker units and put a couple wounds on the others. My Kroot moved up and sat on the Primary while my Fire Warriors spread out down the left flank to get angles on one of the Relics the Stormboyz were holding.

With his alpha strike charge effectively neutered, Hinkel had to keep to cover and try to hoard the Relics. He was able to crush the Fusion Commander and moved two wounded Warbiker units up to engage the Kroot and Pathfinders in the center board. He also pulled a cool move with Outflanking Deffcoptas and Warbuggies that arrived on each flank. I had counter-deployed well enough that they couldn't get deep into my lines but those that arrived on my right flank were able to seriously damage a Piranha unit with the opening salvo. Ork shooting saved me from what could've been a brutal ambush.

The following turn I was able to fall back from the Warbikes and declared Mont'ka with my Warlord who was within 6" of most of my firebase. This let me clear out the Warbikes, Deffcoptas, and the Warbuggies on my right flank. Submunitions took out a good number of Stormboyz and routed the rest. Hinkel brought in the rest of his outflankers the following turn but the game was pretty well decided at that point as the Stormboyz took their Relic and fell back to the far corner of the board. They died to Piranha fire but Zhadsnark managed to survive and sit on the Relic as the game ended.

I held Primary, 2 Relics, and had Linebreaker and First Strike. Hinkel held his Relic and achieved First Strike and Big Game Hunter by taking out a Piranha unit.
Result: Victory 15-4

Round 3
Opponent: Dylan Mosley
Army: Space Wolves w/Astra Militarum Allies


The third round was a matchup of undefeated armies. Dylan was running a very unconventional, but scary, list which included a Fire Raptor, Thunderbolt Fighter, 3 Quad Mortars, Grey Hunters, Logan and Ulric. Lots of rerolls for the air support and artillery had me worried. I won the initial roll and elected to be the Defender, deployment ended up being Search and Destroy which was convenient as there was a giant LOS blocking structure right in the middle of the board. We rolled for Primary and it was the Defender benefit mission. This was a huge stroke of luck as it meant he would have to come to me to get Primary, and his army was built to sit back and shoot.

So with all of that, I felt that I could pretty easily take primary but we both had a 3rd player nipping on our heels for top spot at the tournament so I need to rack up on secondary and tertiary objectives in order to get the top spot.

Turn 1 I focus all my markerlights and as many seekers as could draw LOS on the Fire Raptor as I felt that was the bigger of the two aerial threats. I was able to take it down while my Kroot advanced up into the middle of the Wolves. They picked up the Relic and charged into a unit of Grey Hunters to try and give them some protection from return fire. Return fire from the Thunderbolt severely wounded Longstrike but didn't knock him out which granted me another turn with his aura as the second Hammerhead was still unscathed. The game turned into a run and gun for the Relics as Ulric and a second Grey Hunter squad threatened the left most Relic, Logan smashed into the Kroot center board, and a third Grey Hunter unit retreated deeper into his DZ. Fighting on the left saw my Warlord exposed and gunned down by Bjorn, who was in turn taken out by the Fusion Commander as he fell back from Ulric achieving Slay the Warlord. Ulric chased him down and finished him off in CC before my last commander cleared the Relic of the last two Grey Hunters. I think Ulric survived on 1 wound.

Back in the middle, all Piranha units surged towards the Quad Mortars holding a ruined building now housing the deceased Kroots' Relic. Lots of pulse fire poured into the ruins and were able to remove two of the mortars before their crew jumped on the third Relic. Even though it was surrounded by drones, he was able to charge in and get into base to base contact, securing the Relic. Time was called at this point in what had been a very bloody game.

My Fire Warriors still held both Primary Objectives and I had been able to get all four Tertiary Objectives. Dylan held two Relics and had First Strike and Slay the Warlord.
Result: Victory 13-6

Conclusion


The 13 points in the final round gave me 43 for the tournament which landed me First Place by a single point! Second Place was a Death Guard army led by Mortarion and Third was his wayward brother Magnus and Tzeentch Daemons. All in all a great time with three fun games against great opponents.

So the final verdict for the Seeker Missile Tau? This seems to be a very viable army build. The alpha strike is potentially devastating for "centerpiece" armies and is capable of gunning down hordes with buckets of S5 shooting. It definitely has some weak points, particularly in longevity, but those will hopefully be mitigated by good deployment, positioning, and the devastating alpha strike. Even the Baneblade matchup could've gone much differently if my dice didn't go cold for the first round of shooting. I can't complain, this list was made to be unconventional and it ended up winning me my first tournament.
10/10 will run again, the only question now is do I experiment with Remoras instead of the Piranhas?

Until next time, thanks for reading! Keep rolling that hard six.
Tau'va

That will wrap up this Aftermath, let me know in the comments or on Facebook what you thought of the list and the BatReps. Constructive criticism is always welcome, let me know what you liked and what you didn't. Let me know what I did well and what needs improvement. Also! Here at Battle Brothers we plan to do more of these list techs so drop us a line on what you want to see next. Lots of new releases coming down the pipe so strike while the iron is hot!

Monday, October 16, 2017

Against the Grain - Alpha Legion: Omegon, John Cena Edition



We jump back in with a second head of the Hydra. This time around we're going to steer away from the Insurgency tactics and see how we can really exploit the Alpha Legion special rules with units from the CSM codex. All rules and names are the property of Games Workshop, INC.

In my last article, I tackled an 8th Edition version of the Alpha Legion Insurgency Force that swarms the board with small, elite fire teams and mobs of cultists. While this seemed like a really fun list to throw down with on Warhammer Wednesdays (followed of course by Heretical Happy Hour), my gut feeling is that it would be hard pressed in a competitive environment. With that in mind, we're going to put together a pure Alpha Legion list that can give you some nasty tricks for a tournament. The beauty of this list and the Alpha Legion will be tactical flexibility and offensive firepower.


Legion Tactics, Stratagems and Warlord Trait

So this is where the magic happens. Alpha Legion have two fantastic legion specific buffs that make them a real pain to deal with on the battlefield.

  1. I Am Alpharius - We'll start at the top with our Warlord, or in this case Warlords. This trait is largely unchanged from its 7th Edition counterpart. You nominate your Warlord and they randomly generate a trait from the CSM warlord traits. If your Warlord is ever killed, you may immediately choose a new Warlord from your Alpha Legion Characters and generate a new Warlord trait. Your opponent has to kill every Alpha Legion Character in your army to achieve Slay the Warlord. Very handy way of denying tertiary points to your opponent.
  2. Hidden in Plain Sight - This Legion trait is identical to the loyalist Raven Guard chapter tactic. Enemy units shooting at an Alpha Legion unit must subtract 1 from their to hit rolls when outside of 12". This is highly effective and frustrating for the enemy as it not only makes your heavy hitters harder to hit, but means that their high damage but unstable weaponry (plasma, ion, etc.) now is just as likely to hurt the bearer as it is their target. This also forces many armies to come to you and allows you to dictate where they can be effective.
  3. Forward Operatives - A stratagem available to Alpha Legion Infantry, for 1 CP you can place the unit in "concealed deployment." Immediately before the first game turn begins, the unit reveals itself and can be placed anywhere on the battlefield more than 9" away from enemy units. The important thing to remember here is that deployment does not count as a phase, so the restriction on using the same stratagem more than once in a phase does not apply here. Also, some Infiltration abilities (Ghostkeel and Stealth Teams for instance) won't allow you to set the unit up in the opponent's deployment zone. There is no such restriction here, which will force your opponent to deploy in a defensive position around their DZ lest they find themselves attacked from the rear.
  4. Tide of Traitors - This is a rule from last edition that got a bit of a makeover. Instead of rolling to see if a new unit spawns to replace the destroyed unit, use this stratagem to pick up any Cultist unit and place them anywhere on the board near a table edge and more than 9" away from an enemy unit. In an of itself, this is pretty strong as it allows for rapid redeployments, BUT it also returns the Cultist unit to its starting number of models. Pull this on a big mob of Cultists and you can really maximize the effect.
  5. Endless Cacophony - CSM stratagem that allows a Slaanesh marked unit to fire again at the end of the shooting phase.
  6. Veterans of the Long War - CSM stratagem that adds 1 to all wound rolls for a CSM unit until the end of the phase.

The List



Brigade
Chaos Lord w/ Jump Pack: Blade of the Hydra, Lightning Claw
Dark Apostle: Bolt Pistol, the Black Mace (Power Maul)
Exalted Champion: Chainaxe, Chainsword, Mark of Khorne, Talisman of Burning Blood
Sorceror w/ Jump Pack: Bolt Pistol, Force Sword, Prescience, Warptime (Death Hex is also a good option)

Cultists (21)
5x Cultists (10)

3x Khorne Berzerkers(10): Chainsword, Chainaxe, Icon of Wrath

2x Chaos Bikers (4): Bolt Pistol, Combi Bolter
Chaos Spawn: Mark of Khorne

2x Obliterators(3): Mark of Slaanesh
Havocs(5): 4 Plasma Guns, Champion w/ Combi-plasma

Now there's one important option that needs to be pointed out. There's a fantastic combo with the Changeling and Tzeentch Marked Obliterators which will be detailed below. In the interest of maintaining consistency with the Alpha Legion detachment, I've excluded that from the primary list tech. However, the following changes could be made to get some more crazy benefits.

Add in:
Supreme Command Detachment (Chaos)
Changeling
2x Malefic Lords


Exchange:
2x Chaos Bikers for 2x Chaos Spawn


Change:
2x Obliterators(3) Mark of Tzeentch

How it Works 

Just like the symbol of the Legion, this army is a Hydra with three heads. (The Havocs can go where needed, they fit well into any of these groups.)
  1. The first includes the 6 units of Cultists and the Fast Attack elements. These units will be deployed out on the field and are meant to spread the board early and sit on objectives. 
  2. The second head is the Berzerker block. 30 Berzerkers plus the Exalted Champion and Dark Apostle will be using the Forward Operatives stratagem to get 9.1" away from the soft underbelly of the enemy lines. This head will eat just about any infantry out there through sheer weight of attacks that are benefited by rerolls from the Champion and Apostle.
  3. The third head is the smallest, albeit no less potent, and is made up of the Obliterators and Lord with the Sorceror providing support. These will be held off the field in Tactical Reserves and either teleport onto the field or drop in with their jump packs.
By taking the Brigade, we're running a total of 12 Command Points which is a must have in this list as 4-5 will be used before the first round even begins, so let's start with deployment.
The Cultists, Bikers, Spawn, and at least one of the Characters (probably the Sorceror) will begin on the board to fulfill our mandatory 50% of units that start on the board. The second head will be using Forward Operatives and they will either be popping up very close to a soft spot in the line (if going first) or out of sight on a flank (if going second). The third head will be arriving by "deep strike" next to a unit that will require a bit more firepower to remove.

The Berzerkers will be benefiting from the rerolls to charge distance, to hit and to wound granted to them by the nearby Characters and their Icon of Wrath. These guys remove any pretense of ranged warfare and are focused solely on engaging as many enemy units as possible in hand to hand combat. Remember they get to fight twice and will be swinging with 3 attacks each because of the chainsword. These three units should be able to rout entire flanks of Infantry with relative ease. The caveat to these guys is that if you're going second, they need to be deployed somewhere either out of sight or in cover. Marine equivalents are still susceptible to small arms fire so don't let these guys get caught out in the open.



The Obliterators will be dropping in with the Lord to get them rerolls on their shooting. Now these guys are where you can diverge the list a bit. You're going to want to drop them in around 24" of the target so that they can gain the benefits from Hidden in Plain Sight, this will be the same for both lists. In my primary list, I've given them Mark of Slaanesh so that they can take advantage of the Endless Cacophony and get a second shooting attack. The great thing is that this is used at the end of your shooting phase, so you'll be able to time it for when you rolled well on your weapon profiles. Those rolls stay in affect until the end of the phase so you won't have to reroll them. In conjunction with this, after rolling those good stats you can use Veterans of the Long War to get a +1 to wound. This could potentially lead to wounding Knights and other large targets on a 2+ with high AP and Damage. Pair these guys with a Death Hex Sorceror and you'll melt through whatever they target.

Finally, we'll return to the not so glamorous (but still important) portion of the army. Quick math shows there are 71 Cultists in this list. These units will serve a variety of roles; primarily area denial, objective duty, and ablative wounds for our more expensive units. Tide of Traitors will make these units invaluable for these latter two jobs as we'll be able to move them to quadrants of the board to grab objectives or achieve linebreaker. They can also redeploy to support and surround the Obliterators when they arrive. The great part of the stratagem is that your opponent is forced to kill your Cultists to the last man or risk wasting all that shooting on a 60 point unit that will just reappear elsewhere.

Between these three blocks of units, you're covered for both an Alpha or Beta Strike and should be able to wreak havoc from 3 levels. The Havocs and Bikers weren't even discussed but these are your Swiss Army Knife, they can go where you need them to be to solve problems that inevitably arise.

 The Alternative

 

The alternative list includes the Changeling specifically to be paired up with the Obliterators. As they're Daemons of Tzeentch (with the Mark), they'll benefit from the -1 to hit aura provided by this tricky scion of Tzeentch. Combine smart positioning with this and these guys will be forcing a -2 to hit penalty on opponents while putting out a withering hail of return fire. Wrap some Cultists around them to keep up the buffer and they'll be exceedingly difficult to remove.

 Pros and Cons



Starting with the Good. When this list goes first, it's going to hit really, really hard. Between the Berzerkers and Obliterators, there's a very good chance of turning two flanks at once and allowing your Cultists to spend a few turns babysitting objectives and denying reserves from deploying. Alpha Legion armies rarely give up Slay the Warlord and that is still true here as there are 4 Characters to take on the mantle of Alpharius. Hidden in Plain Sight will help protect some of the more fragile units while Tide of Traitors will let you quickly reposition units of Cultists to grab objectives or protect more valuable units. Top to bottom, you have anti-infantry, you have anti-tank, you have board presence, you have speed. Lots of Pros in this list.

 Negatives. One of the major pillars of this army's strategy revolves around the Berzerkers getting into combat on Turn 1. As this list uses a Brigade, the odds of getting that +1 to go first aren't too good. Now there are ways to mitigate this disadvantage, Forward Operatives gives you good leeway with where to deploy so if you lose the roll off and fail to seize the initiative then the Angry Marines can just be deployed in a building or behind some terrain piece since they'll still be benefiting from Hidden in Plain Sight. Just remember that these guys will likely be priority one for your opponent, so don't help them out by leaving your Berzerkers in the open. Second, there becomes an issue with "accounting" in this list. This army uses a lot of Command Points, almost half of which will be burned pregame for deployment. There should be roughly 7 CP left for the entire game, unfortunately several of the nastier combos are going to be eating up 2-3 at a time. Rationing is a must, don't pop stratagems just because you can. Make sure that it's needed in the context of the game you're playing right then and there. Don't find yourself in a situation where you need to use Tide of Traitors and are sitting on 1 CP.

In conclusion, I'm still building my Alpha Legion fore but I should have all the required pieces for this now so hopefully I can provide some BatReps soon. Consulting with Chaos Lords Mark Perry (currently the top player in the ITC South) and Doug Kus (Nurgle extraordinaire) brought me to what you see above. This seems to be a brutal list on paper so I can't wait to see what it does on the tabletop.

So what do you think, did I get it right? Do you like this list and think it could perform competitively? Where in the world IS Carmen San Diego?
Hail Hydra