Tuesday, June 4, 2013

The Alpha Legiondary Journey Part 1: Evaluating Codex: Space Marines

Welcome back to the second article and the continuation of "The Alpha Legiondary Journey". Hopefully you have read and enjoyed Part I where I listed some of the goals and concepts that I'm shooting for with this series and as to why I will not be using Codex: Chaos Space Marines as the core for my Alpha Legion list.

Evaluating Codex: Space Marines
The Space Marines have been out for quite a while now and everyone and their mother are familiar with their pros and cons, their strengths and weaknesses. The tricky part is evaluating said characteristics and figuring out what can be applied to the Alpha Legion doctrine - what works and what does not.
There is a caveat, however: Supposedly the 6th Edition version of Codex: Space Marines will be hitting the shelves by the end of the year, so this article may not be relevant for long. I doubt, however, that GW will tinker with their favorite poster child too much.


Pros: Tons of incredibly flexible and customizable options, Combat Squads mimics the division of small, Alpha Legion cells, Combat Tactics can be a great bait-and-switch mechanic, many options to play with USR abilities such as Infiltrate, Move Through Cover, Scout as well as the option of having your entire list Outflank. Because of Combat Squads and Chapter Tactics, there is a lot of strategy and trickery to consider before and during deployment, really allowing you to analyze the situation and change the way your army is split and deployed.
Cons: Really.. not a whole lot. The Codex is so big that there are plenty of options to consider and use and the real cons do not really apply to the Alpha Legion play style. By itself, Codex: Space Marines totally fits the doctrine of Alpharius' progeny. What is important to figure out is if it should be used as the core for the Alpha Legion list.

I really don't know where to begin with this Evaluation as there are some great Alpha Legion tidbits.

Combat Squads is just great and allows you to play your Alpha Legion list as a collection of small, but elite cells of special operatives by splitting your 10-man squads into two 5-man squads. With some Chapter Tactics this can be pretty interesting and especially useful in non KP missions. Consider the following:
Using Kor'sarro Khan's Chapter Tactics (All units can Outflank) can allow you to have a small squad with a Heavy weapon on an objective and then the other part of the squad is equipped for tank hunting (melta, combi-melta on the sergeant) and Outflanking to screw with your opponent's plans.. and nerves.

Chapter Tactics of note..
  • Without a doubt, the winner here is Kor'sarro Khan's ability to give your entire army (or all Space Marines, at least) the ability to Outflank! Just this little rule is enough to create an Alpha Legion army using the Khan as an HQ and unlocks so many options in addition to the huge list of units available to Space Marine players. I am not sure if taking Bikers is the thing for me - they are great and Khan lists have proven to be competitive in 6th Edition, yet I am not really convinced that they are Alpha Legion material. Giving the option of Deep Striking units such as Terminators or Sternguard Veterans the ability to Outflank is great in certain scenarios and situations where terrain or enemy deployment is making Deep Striking too dangerous or impossible. 
  • Another interesting option to consider is Pedro Kantor whose Chapter Tactics give your army Stubborn and makes the amazing Sternguard Veterans scoring... AND whose Inspiring Presence works just like a Chapter Banner (+1A to all friendly units within 12''). Kantor is amazing in lists which utilize Drop Pod Assault as their main strategy. Drop Pods, however, are not to my liking - they make sense, but it is not how I envision the Alpha Legion. Best part about Pedro Kantor, however, is The Orbital Bombardment. Just because. 
  • Changes 6th Edition Assaults on Turn 1 or the Turn You Infiltrate/Outflank -  Unfortunately, some pretty cool units which were very popular in 5th Ed. are now... kind of questionable at best. Keyvaan Shrike's ability to launch crazy assaults with Fleeting Terminators, for example used to be awesome. Both this ability and the Fleet USR took a hit, though.
Special Mention:
+Thunderfire Cannon and Techmarine: Man, where do I even begin? As a Space Wolves player, the Surface Detonation (S6, AP5, Heavy 4, Blast); Airburst (S5, AP6, Heavy 4, Blast, Ignores Cover) and Subterranean Blast (S4, AP-, Heavy 4, Blast, Tremor) gets you a unit which can deal will all sorts of infantry. Tremor is just awesome against assaulty units as well. IN ADDITION, the Techmarine can repair vehicles and Bolster Defenses is just.. awesome - the ability to increase the cover save of a Ruined building in your deployment zone is fantastic and has great synergy with any Heavy Support units you may have, especially those with Stealth.
Thunderfire Cannon is.. like.. the one thing I'd totally steal and add to my SW list. With Allies, I guess I can now, huh? The Thunderfire Cannon's supporting element is, for me, the epitome of all of the tactical shenanigans of Codex: Space Marines. Three modes of fire -
    Basically an excuse to use
    the Warpsmith model.
  • This would definitely be a MUST for me if I were to play Codex: Space Marines, although I would have to go with the modeling of the Thunderfire Cannon differently. Not that I don't like it.. I was thinking of basically creating a Heavy Weapons platform with 3 Space Marines on it, each with a different kind of heavy weapon, all bunkered down and hiding behind some rubble.  





Original is "Torias Telion" by tutzdes
+Torias Telion with Scouts and Aegis Defense Line - Sergeant Telion is yet another character who does not need much explanation as he has been proven to get shit done and even more so in 6th Edition.Before, he used to be a 50 pt. model people took for his rules and because his Stealth USR saved them ~30 points on Camo Cloaks. Now, with the FAQ on how Camo Cloaks work (they give +1 to cover save, rather than Stealth), your scouts led by Sergeant Telion will enjoy a static +2 cover save.. and you don't even need the Boltered Defenses from a Techmarine! So a nice, bigass unit of Scouts with a Missile Launcher, Camo Cloaks, etc. and enjoy.
Hide behind an Aegis Defense Line with an Icarus Lascannon and enjoy your S9, AP1, Skyfire shots.. at BS6 and with Precision Shots from Telion.
Or play it safe with the Quad Gun. 

+Scout Bike Squad with.... Cluster Mines! - I'd field this (perhaps) barebones unit of 3 Bikers just so I can scare the shit out of my opponent when he triggers my trap ca-- I mean, my cluster mines. 2d6 S4 AP- hits is actually pretty decent if you think about it and with the current game mechanics, if you roll well you can glance the shit out of most vehicles. Honestly, I just want to see someone move flat out into cluster mines and get wrecked. Besides, Gretchin need to do their job. Actually, I'm not even sure if It's a Grot's Life works against Cluster Mines... Laying the field with traps is very Alpha Legion-y, so not taking the one option allowing you to do so would be a letdown.

For the purposes of "The Alpha Legiondary Journey" I hereby declare Codex: Space Marines fit for my preferred Alpha Legion list. But will it be the one Codex I choose to go with? We'll see..

Next time I'll go over Codex: Space Wolves..

Tuesday, May 21, 2013

Dystopian Wars and My Dream of Crushing Everything Ottoman...

A little change of scenery for this post only, folks.
As some of you probably know, Spartan Games just announced the release of their Ottoman Empire Naval Battle Group.. thing for their Dystopian Wars game. 


The models look cool and what not. I don't really play the game and only know of one other person who partakes (@ Brian's A Gentleman's Ones) , but as a proud Bulgarian firstborn I really want to buy the entire range of Ottoman Empire ships, paint them beautifully, and set them afloat in my bathtub just so that I can pretend to be a Bulgarian Godzilla/Kraken monstrosity and crush, kill and destroy every single Ottoman ship.

A man can dream. A maaan can dream.

Friday, May 3, 2013

The Alpha Legiondary Journey Part 1: Goal, Concept and Evaluating Codex: CSM

Welcome to "The Alpha Legiondary Journey" series, which is going to be my way of communicating, sharing and brainstorming with you - the blogosphere and wargaming community - as I slowly create a 2,000 points Alpha Legion-themed list to be used with the Warhammer 40,000 6th Edition ruleset. Originally I was thinking of calling this segment "Alpha Legioning it Up", but I'm pretty sure the fact that English is not my native tongue isn't the only reason why this title is unpronounceable. Yeesh.
My name is Skarvald the Troll-faced and I will be your host. Haha.

Let's start with the foundation of what "The Alpha Legiondary Journey" is trying to accomplish:

GOAL: 
The goal of "The Alpha Legiondary Journey" is supposed to create an Alpha Legion list that is fun to play
with and against, stay true to the design of the Legion and remains fluffy. I will be using 6th Edition rules to accomplish this and will aim to create a 2,000 point list from the ground.
Q: Why 2,000 points?
A: A 2,000 points list is a nice, large army that can fit a lot of fun components in it. There is plenty of space to include a plethora of guys, toys and other things without having to sacrifice a lot of interesting options for efficiency's sake. Reducing the list down to 1850 or even 1500 points for various events and tournaments will be possible, but we are not trying to limit ourselves here. 2000 points will give us the space AND freedom to be creative.

Q: Will you be using Allies, Modified Force Organization Charts and/or Forge World rules and models?
A: I will split this one into three..
Allies - YES: Oh, God. Definitely. I simply cannot a way around it besides using the Codex: Chaos Space Marines and spamming Cultist. I will not be doing that, actually. I'm also not going to be using the Chaos Space Marines codex at all, but I will justify this in a few.
Double FOC - NO: While at 2,000 points I am technically "allowed" to do so, Double FOC remains a questionable practice and something that I don't really like. I might consider it and do some "fun" lists in the future once I have some of the elements, but "Double FOC" is not something that I'll be going for.
Forge World - YES:  Ah, the big one. YES. I am for Forge World? Why? Because Forge World models are gorgeous, have some pretty interesting rules and because people should embrace it. Not to mention that with the price-gouging of GW's prices, Forge World models seem more and more like the better option anyways. I will not be using a LOT from Forge World, but I expect this to change once the Alpha Legion gets its Horus Heresy treatment in a couple years. Currently I'm thinking of two models tops.

CONCEPT:
Copyright: Anvil Industries
The Alpha Legion epitomizes trickery, infiltration, outmaneuvering and outsmarting and foot-slogging. While they are just as good (if not better) at prolonged, direct combat, the Alpha Legion prefers to destroy from within, to ambush and slowly chip away at the enemy and to manipulate using subterfuge and propaganda. Information is crucial and the spy networks organized by them are deep and complex. Basically, if each Legion was represented by a god from the Norse Mythology, the Alpha Legion would be Loki himself.

Anvil Industry. It's like Alpharius, Omegon and Sam Fisher had tons of lovechildren.
"Counts-As"/Interchangeable - If there is a Marine-based army whose style can be represented by more than one Codex, then it has to be the Alpha Legion. One of my main goals with this current Alpha Legion list and army is to create a foundation of units which can be used with more than one Codex. Currently I am looking at Codex: Space Marines; Codex: Chaos Space Marines and Codex: Space Wolves. The Alpha Legion have always been the most tactical fallen Marines. Many codices have a lot of fun and interesting ways of representing the Hydra's doctrine - from creating a Kor'sarro Khan list with tons of Outflanking due to his Combat Tactics, Combat Squad-ing Tactical Marines/Scouts and dropping elite Sternguard Veterans from the sky with Codex: Space Marines to all the infiltrating and Behind Enemy Lines fighting style of the Space Wolves..
In the next couple of posts I'll quickly evaluate a couple of the Codices which I think best fit the Alpha Legion style, choose the one I like the most and will ally Imperial Guard with it, because I consider I.G to be a necessary part of the Alpha Legion.

Chances are you already know what the Alpha Legion is all about. I actually jotted down a lot of my ideas like a year or so ago before 6th Edition's Codex: CSM even came out. A lot of my speculations and wish-listing was for nothing, it seems. Nonetheless, the Alpha Legion is about combining Power Armor and cheap, but elite infantry that Infiltrates, Scouts and catches the enemy completely unawares and with his pants down.

Evaluating Codex: Chaos Space Marines
Codex: Chaos Space Marines
It's hard for me to choose which PA Codex would best represent the Alpha Legion play-style, strategy and mentality. Immediately, Codex: Chaos Space Marines stands out, though primarily because the Alpha Legion IS a Chaos Space Marine force to begin with. I tried and tried to force myself to like the Chaos Space Marine Codex. I really did. There are a lot of cool components about it - I like the ability to spam dudes in Power Armor and Cultists. And that's about it, really. My knowledge of 6th Edition is pretty limited, but every CSM unit has been dissected and over-analyzed by the community already - there are many losers and a few winners. Sadly, the winners are not those likely to wear the Hydra tattoo. 


Pros: Cheap, customizable basic Chaos Space Marines, cheap and efficient Chaos Space Marine Bikers, Cultists.
Cons: The part of Codex: CSM that got the most "love" in 6th Ed. is not really Alpha Legion material: Icons, Marks and any units with Marks, including Psychic Powers, any Daemonic units/upgrades and Daemonic Vehicles (Defilers, Forge Fiends, Maulers, Hell Drakes) do not make a whole lot of sense in an Alpha Legion list. While the Alpha Legion is known to deal and use daemonic forces and tools, the theme that I want to pursue is that of a foot-slogging, inflitrating elite force which surrounds and dismantles the enemy piece by piece.
Sadly, it seems like there are a couple of really niche and "mandatory" units in the Codex: CSM which make the ruleset shine.. *cough*Hell Drakes*cough*, while other units get to sit on the bleachers and carve the Chaos Undivided symbols on all surfaces available. 

Eternal Hunt's very own, converted Chaos Cultists!
Special Mention:
+ Warp Talons - At one point I was semi-seriously considering a minimal squad of Warp Talons to just drop in and Blind a unit, but with Blind being an Initiative check (too random and unpredictable) and Warp Talons counting as demons I just couldn't justify it. Also, talk about a one-trick pony!
+ The Warpsmith was also a cool idea, which I quickly realized was not going to work for me due to the lack of vehicles I plan to have on the battlefield. Being able to give vehicles Gets Hot!, though... Sigh. Such a shame - the model is gorgeous. 
+ Chaos Cultists, while cool lack any sort of decent customization. I'm glad that Chaos Space Marines finally got them, but with the addition to the Allies option there really is no reason to take them - Imperial Guard and Tau are better choices.
+ Dark Apostle also gets a special mention as a way to make Cultist cool and give them that extra flavor. Unfortunately there seems to be a pattern here - Games Workshop seems to be making a lot of exceptionally jaw-dropping models which happen to have really, really sub-par rules.

As a matter of fact, if Codex: Chaos Space Marines was not so limiting I could easily see myself using some of the "Special Mention" units. Unfortunately, I cannot justify it.

 The main issue with Codex: CSM is the lack of the very important USR's for the Alpha Legion: Scout and Infiltrate. Chosen used to have access to it back in 5th Edition, but 6th Edition stripped them of that privilege and now the only two (well.. 3) ways to give your units some Infiltrate shenanigans and that is through the Master of Deception Warlord Trait which is conveniently given to two special HQ Characters:
- Huron Blackheart, who is a well-rounded character with some minor psychic abilities, decent ranged attacks and decent close combat capabilities, but nothing to write home about. Okay, but Master of Deception is a fickle thing, allowing d3 units to get the Infiltrate USR.
- Ahriman himself, a powerful psycher dedicated to Tzeench - Not Okay, because Ahriman is allied with Tzeentch, also see Master of Deception
- You could also run a Warlord and hope to roll Master of Deception.....

In the end, all the cool things in Codex: Chaos Space Marines end up verboten and trying to stretch the few elements that make sense for an Alpha Legion feels more like an annoying, unnecessary obstacle rather than a list-building challenge to me. Oh, and there's also the thing about Allies..
I, still, to this day don't get why Imperial Guard are considered Allies of Convenience with Chaos Space Marines! There are plenty of common reasons for both armies to fight together, following the Chaos Gods being the most obvious one, for example. You know, basically the mirror to why the I.G fight for the Imperium - because they believe in the God Emperor of Mankind and hate Chaos.
It's possible to make it work. It's not hard, but once again.. - an annoying little detail.

TL;DR: Codex: Chaos Space Marines is a huge NO-NO for me all things considered. I wouldn't mind playing an all-Nurgle Force one day, but for the purposes of "The Alpha Legiondary Journey"

Next: Evaluating Codex: Space Marines

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Blah, blah, blah, you've read this here already and you've encountered similar posts on other blogs and websites scattered across this neat, little thing we call the Internet, haven't you? Well, no worries. I'm keeping this short.