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I am Alpharius? – 30k Alpha Legion Wargear & Units

By Rob Hill | April 7th, 2016 | Categories: Forge World, Horus Heresy, Tactics

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I am Alpharius? Initiates of the Hydra, today I am going to run through the Legion specific wargear and units for the Alpha Legion in 30k.

Today I will be going over the units and special wargear that are unique to the Alpha Legion in 30k. They have some interesting little trinkets and trick up their sleeve as you would expect of the Hydra. Lets start up with the wargear that is specific to the Alpha Legion:

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Legion Specific Wargear

Banestrike Ammunition: Typical Alpha Legion. The only Legion to have developed ammunition specifically for puncturing space marine armour… We are loyalists really! I swear!! This ammo is like a pseudo-rending bolt gun ammunition that is AP3 on a to wound roll of a 6 instead of AP2. However this has the draw back of reducing range of boltguns to 18 inches. Double However it doesn’t reduce the range of heavy bolters so suspensor web heavy bolters are excellent at punishing opposing legions armour.

This ammunition can be taken for free by seeker squads but removes their other ammunition option (scorpius rounds etc) or is a paid for upgrade for veteran squads and independent characters. I think this ammunition is a real boon to the Alpha Legion in a tactical marine heavy meta such that 30k is (and to a lesser extent 40k).

But don’t feel too special, as being the kind souls that the Alpha Legion are, we have shared this boon with the Son’s of Horus so do beware if you are facing them as it might bite you back on the arse!

Power Daggers: 5 points for a S-1 AP3 power dagger. Not bad at all, but nothing special you say. Indeed they aren’t until you realise that they are also specialist weapons! Making them the cheapest means to give your power fist or thunder hammer wielding sergeant that extra attack for wielding two specialist weapons. Lovely.

Venom Spheres: These beauties can be taken by veterans, seekers and destroyer squads as well as a handful of HQ choices. They replace the frag grenades of the models and act as assault grenades that also grant hammer of wrath. This is muchos excellent for any squad you want to have extra punch in close combat, either as a back up or as an addition to an already combat dedicated squad.

I feel these will fill the former rather than the latter category but at a flat price of 5 melta bombs per squad they will be best served on full squads of 10 rather than 5’s.

Venom Sphere Harness: This is an odd one that can only be taken by a few select sergeant such as the Alpha Legion specific terminator squad (as discussed below). It is a strength 3, assault 2 small blast grenade that is one shot only. With a range of 8 inches and a strength of 3 PLUS an AP- its not going to be doing much damage, but it does grant the bearer squad assault grenades and hammer of wrath on the turn it is used.

Its not that bad but the points you would spend on it are invariably better invested elsewhere unless you are going for full on fluff.

29c07ccf38b1b38bfab7a8d59824c934Legion Specific Units


The Alpha Legion have two unit choices that are unique to them, I’ll start with my preferred option first:

Lernaen Terminator Squad: The Alpha Legions specific terminator squad. Basely comprised of 4 terminators and a Harrower (the sergeant). Terminators with power axes, cataphractii armour, and volkite chargers as standard with 2 attacks a piece base plus 3 for the harrower.

The harrower can take two upgrades including the aforementioned venom sphere harness and the other being a mastercrafted weapon. Any model can swap their power axe for a power fist or chain fist. They can also take a Land Raider Phobos/Proteus as standard for dedicated transport as well as a dreadclaw if under 5 models and a Spartan Assault tank if above 5 models.

At this point they sound like you want them stuck up in the grill (as the lingo goes these days) of the enemy punching the bejeesus out of everything. And if you go big on these guys I think they are an excellent unit to really run riot without relatively little expenditure on them, 5 men in a dreadclaw is pretty sweet at just over 300 points barebones.

But then you see the other option they can take… For every 5 members of the squad you can swap a single volkite charger for a plasma cannon (OK), a heavy flamer (Yeah cool) OR a conversion beamer (Whut now?).

A weapon which is most effective at vast range on a squad that is entirely kitted out for close combat seems extremely odd. However, I would actually recommend you take it. Too often when utilising my terminator squads against more mobile enemies I have ended up far from the action, but if you have a conversion beamer on you, you can literally threaten anything on the board to some extent or another and you are only giving up a single attack in close combat for it.

Alternatively you can sit them as body guard in the back field for an objective or such barebones apart from the beamer upgrade. It makes this unit actual useful as a defence against deep striking units with at least some offensive edge at distance without the need to invest in the points for a transport for them. Not a big issue if you take the relatively cheap dreadclaw but any of the other transport options require you to go big with your terminators or go home.

Overview: Decidedly odd. I don’t think they are a magnificiently competitive choice, but can be run very effectively as a close combat orientated unit, but I can help shake of the concept of giving them a conversion beamer as an actual tactical option. If anyone has tried this approach I would be greatly interested to see how it turned out.

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Headhunter Kill Teams: The Alpha Legion specific Seeker squads. These guys come with banestrike ammunition as standard and can upgrade to combi-bolters with banestrike ammunition as well as one in 5 upgrade to a suspensor web bheavy bolters. Standard stats and upgrades for the sergeant known as a Headhunter Prime.

Additional rules include infiltrate and preferred enemy everything as well as being equipped with both venom spheres and power daggers. So absolutely dedicated at anti 3+ save stuff here, with a bit of punch in close combat.

These guys are fine, they really are. However, I just think veteran tactical squads give you more flexibility with your ability to overlap their special rules with mutable tactics and so not be as niche as these guys are. That isn’t to say don’t take them, but if you run these guys I would recommend it as a squad of 10 with two heavy bolters and a smattering of combi meltas in there to provide at least a little versatility to their abilities. They should absolutely rinse any 3+ save units in shooting and do a half decent job in combat.

But if your opponent brought mostly 2+ saves and armour, then they are stuck being ineffective against everything. Veteran tactical squads can take a melta gun, tank hunter AND banestrike ammunition providing a good level of duality and with the correct rites of war they will also score.

I feel that is both a  more competitive choice and also one that ties better into the fluff of the Alpha Legion with absolute versatility in all roles being aspired to.

Overview: The ultimate tactical marine infantry shredder, but has to be placed in an appropriately balanced list that can cope when this squad doesn’t pull its weight quite as effectively due to being put up against armies which render its main benefits ineffective.

That’s it for this section, but there are three special characters coming up, Autilon Skorr, Exodus and Armillus Dynat. Before the Primarch himself!

Peace out,

Rob

About the Author: Rob Hill