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===Alpha Legion=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Alpha Legion let you play sneaky cheeky chaos marines, with lots of infiltration and the tactical flexibility that offers. They've also got some fun relics and one of the most hilariously useful tricks of any army that effectively makes ''<u>every single Character</u> be your warlord'', so no Slay the Warlord VPs until every last Champion on the board is dead. Also, new Warlord trait every time one of your Sergeants get "promoted.". <div class="mw-collapsible-content"> ;'''Requirements''' :Your army contains no unique characters (discuss with your opponent if you are using Arkos the Faithless) and no marks of Chaos. Daemon Princes both RAI and RAW are exempt from that restriction and can roll all powers on their god's table. Any unit that can take VotLW does so for free. ;'''Benefits''' :'''Forward Operatives''' ::Chosen become troops and [[Awesome|Chosen, CSM and Cultists gain infiltrate.]] :'''Many Heads of the Hydra''' ::If the Warlord is slain, pick a friendly Alpha Legion character. He generates a warlord trait immediately. [[Troll|You can do this as long as you have characters to do it with. Opponent won’t get Slay the Warlord if they haven’t killed your last remaining character. You can even do this with returned units of cultists, so with lucky return rolls, you can have infinite warlords.]] ;'''Warlord Traits''' :'''1:''' '''Forward Agent''' ::Gain Infiltrate. Though slightly annoying Alpha Legion characters don't get this already, nice to have. :'''2:''' '''Faceless Commander''' ::Once per game, your warlord can switch positions with another friendly character of the same unit type. Could be used for fun shenanigans. Take note that if you're swapping with a regular champion - not an IC - he and his squad would have to run towards each other trying to restore coherency. And it could be super easy to remove them from play with tank shocks later on. So, keep this in mind. :'''3:''' '''Expert Timing''' ::From turn 2 on, one unit auto passes reserve rolls. Remember that having Infiltrate automatically confers Outflank, so if you roll this one consider leaving units in reserves for auto-Outflank. :'''4:''' '''Hidden in Plain Sight''' ::Gain Stealth. Excellent; remember that one model having Stealth confers the cover save to his entire unit. Wondering what if you roll Shrouded on HQ or champ of the squad he has joined to? Stealth and Shrouded are cumulative (just like for Tau Stealth Suits). :'''5:''' '''Cult Leader''' ::Cultist units within 12" get Furious Charge and Feel No Pain (6+). Get your warlord into the backfield and enjoy your endlessly respawning, outflanking, angry cultists. :'''6:''' '''Alpha Strategist''' ::Acute Senses and Outflank. Unlike Infiltrate, a single model with Outflank can confer it to the entire unit, so use it to take units that don't get infiltrate (like Havocs and Terminators) into the enemy back line. ;'''Relics''' :'''The Mindveil''' ::At the start of your movement, instead of moving normally, the bearer and his unit get to move 3D6 immediately. This can take you from combat and the enemy cannot consolidate. Makes a wonderful companion for the Soulswitch Psychic Power. Mindveil out of melee, switch places with something scarier, then gain charge bonuses to beat the stuff you struggled with. Might also stack with World Eater's Talisman Of Burning Blood for +3" to Mindveil move. :'''Blade of the Hydra''' ::An AP5 Daemon Weapon with Rending and the the '''Multi-headed''' special rule: every roll of 6 to hit generates another attack and [[Blood Angels|extra attacks DO generate yet more attacks]]. On average, this will multiply your total attacks by 1.2. :'''Viper’s Bite''' ::A bolter with S5 AP2. Cost of a Plasma Pistol, but infinitely more useful. Either give it to a Termie Lord or use it to make a Warpsmith scarier at range. :'''The Drakescale Plate''' ::A 2+ armor save that gives a [[Salamanders|2++ vs. flamer weapons]]. Chaos Artificer Armor for the win! Also since it's a relic and has no restrictions at all, [[Cheese|it can be taken by Daemon Princes.]] Make your Prince a Daemon of Tzeentch to re-roll those pesky 1s. The invuln versus flamers is a rather niche rule due to the almost total lack of AP2 flamers in the game, but could be useful in a few cases. :'''Hydra’s Teeth''' ::Special bolter ammo, which can be used in pistols, combi-bolters, combi-weapons, and boltguns. Gains Blast, Ignores Cover and Poison (2+). Cheap and nice for shooting up some light infantry. If you want a shooty Chaos Lord, toss either this or Viper's Bite on him and go to town. Also consider giving this to a Terminator or Biker Lord to take advantage of Relentless and the combi-bolter rules. Double-tap with twin-linked, poisonous explosives, then get stuck in. :'''Icon of Insurrection''' ::Friendly Cultists within 12” gain Zealot. Give it to a Sorcerer, hide him in a blob of Cultists and have at least one other Cultist unit to take advantage of the bubble and you're good to go. Stack with the Cult Leader Warlord Trait for super-Cultists. ;Mission Objectives :#Capture an Enemy or Unclaimed Building before or after generating this objective. :#1VP if a Cultist unit gets Destroyed. :#Destroy a unit with Deep Strike, Hit & Run, Outflank, or Scout during your own turn. :#A unit with Infiltrate kills a unit. Roll D3 if you killed at least 3 units by Infiltrate units :#Control any objective marker into the enemy deployment zone, roll D3 if you control more than one. :#Kill a Character during your turn, get D3 VP if 3 Characters are killed, and D3+3 if you kill 5 characters. ;Alpha Legion Tactics :Like their 30K incarnation, Alpha Legion are a primarily infantry-based army who specialize in unconventional tactics. Shrouded infiltrating infantry en masse are quite hard for anyone shy of Tau to shift. Tie up and block off enemy units with cultist chaff while your elites strike at the heart of the enemy force. </div> </div>
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