The most general rules that apply to Alpha Legion are their Legionnes Astartes special rules: Mutable Tactics and Martial Hubris. Mutable Tactics is an incredibly powerful rule which allows Alpha Legion players to pick a different USR every game. The list of available rules is: Scout, Infiltrate, Tank Hunters, Counter Attack, Move Through Cover, and Adamantium Will. There are some clear winners, like Infiltrate, and some clear losers, like Adamantium Will, but on the whole the list is incredibly well rounded. All you have to do is tell your opponent what tactic you're picking up when you determine your warlord trait, something quite reflective of the legion's adaptability, and underhanded surveillance. The drawback to the power of this flexibility is Martial Hubris. If you concede more kill points than your opponent, you'll also concede a victory point. This is a huge drawback, and definitely gives opponents a way to let you know 'You chose... poorly.' with regard to your Mutable Tactics. Don't lose though, and this is a non-issue.
The Alpha Legion are also possessed of some of the more nefarious tools available to legion arsenals: venom spheres, power daggers, banestrike rounds, The Drakina, and access to the Saboteur consul type. We'll tackle these gifts in order. For starters, venom spheres are assault grenades that grant the bearer Hammer of Wrath. They also swap out the frag grenade's S4 AP6 small blast with S3 AP- but that's a fair trade. They're not incredible, but they definitely help with free hits for a very low points cost on eligible models (though remember HoW is not one to many). Power daggers are super cheap (cost of a meltabomb) and grant the model a S-1 AP3 rending specialist weapon. Wow that's powerful! Suddenly you've got access to cheap dual armed on every power fist or paragon blade toting character, and in the case of those tactical squad sergeants, suddenly you're a supreme duelist. Banestrike rounds are baby rending rounds for your boltguns. They only drop you to AP3 on 6s to wound, but that's usually enough in a game built on the back of power armor. Sure, it costs you 6" of range from your boltguns (18" rapid fire, on all but the heavy bolter), but it's well worth it to shred enemy infantry. You share these rounds with the Sons of Horus, but you have better access to it. Don't be afraid to capitalize on that. The Drakina is our relic, and it's an AP4 rending, poisoned pistol with fleshphage. Units hit by the weapon have to take d6 toughness tests per turn, suffering a wound with no saves allowed for each failed test, and the effect persists until they pass all the tests or die. It's a bit salty at 45 points, but could be a big winner on a Moritat. The saboteur is our final 'upgrade', and he's a weird loner who comes out of reserves with a bang, inflicting an automatic AP2 pen on a target vehicle, or d6 AP3 ignores cover wounds onto a squad (sorry about your Castellax or Rapiers!). There's a few ways to combo this guy, but remember that the 'relics of darkness' require your opponent's permission to use, so don't ruin this for everyone.
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Our other unique unit is the Lernaen Terminator squad. These WS5 Cataphractii equipped elites have Stubborn and Implacable Advance, and have sworn off their combi-bolters in favor of Volkite Chargers. They also have access to a grenade harness with Venom Sphere rounds, and the ability to have one per 5 models tote along a heavy conversion beamer. It's an interesting option, but typically one best saved for playing PotL and sitting in the back field, camping an objective. I'll be honest, I consider these guys pretty underwhelming, but they're not bad by any means, especially if your play group has any militia or auxilia players, as those volkites will really tear through infantry. All of that said, now that Justerians got updated to two wounds and Phoenix Guard termis got their rework, the Lernaen now hold the sad title of worst legion special terminator. But that's okay.
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Before we get to the big man himself, we've got a short pit stop: Autilon Skorr. This event only character gave us the Delegatus, a consul with Master of the Legion and the 'Chosen Duty' unique rite. Up until book 6, he didn't have any special rules, but now he does. Hungry for Glory says that any time an additional game turn is rolled for, he can 'auto pass' the roll, and if he does, he gains FnP 3+ and Fearless for the extra turns he forces. Given that the Delagatus has a special rule which concedes a victory point if you aren't able to kill the enemy warlord, this is a really fun and fluffy rule, even if it isn't necessarily relevant in tournament settings.
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But that's not all. Alpharius can also start the game 'hidden' within a unit. Just write down what unit he has joined, and he will replace one 'generic' model from that squad at the start of any turn past the first that you choose to reveal him on. In any case, as long as he has been revealed, either through his trick or by deploying normally, his entire army gains Preferred Enemy: Everything. Army wide PE is almost good enough to make him an auto-include, but when you spice it up with 'good enough' combat prowess and the neat tricks with seize and enemy reserve manipulation, and you've got a real winner through and through.
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Got first turn? I'll infiltrate and extensively reduce my deployment. Got to go second? I'll change tactics, and aim for the seize. Pair that with -1 to enemy reserves, and you're cutting down their options to outflank or dodge your seize shenanigans (plus remember Alpharius lets us hijack enemy reserves). Icing on the cake? You get a 0-1 elites choice, called "The Rewards of Treason". This unit can be any special unit from any other legion. You simply trade their Legionnes Astartes rules for your own. Firedrakes? Yours now. Suzerains? Might as well grab some. Deathshrouds with their new spiffy manreapers? Sounds great. Gal Vorbak? Doesn't make a whole lot of sense, but remember, this is the rewards of treason. Maybe Lorgar saw fit to bless some of our warriors. The long and the short of this is that this Rite of War, and the Legion tactics behind it are incredibly strong, and grant us near boundless depth of list construction options. Again, the transport and third compulsory troop choice can be expensive taxes, but the ability to infiltrate Firedrakes or some similarly strong unit should not be overlooked or ruled out.
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With all of that said, I think it's finally time to talk about the latest rendition of my list. I've still yet to play, but I've been observing more, and batting about more sophisticated ideas with those around me, including TheGraveMind and TigerTiger. I'm just a few models out from having this ready for play tests, with the intention to ensure the list is ready for our big event May 7th. There's been some adaptations to up my overall threat saturation and increase speed, as well as to trim some fat and do away with extraneous or redundant units that might not have been contributing their fair share, as well as compensate for the lack of model for Alpharius.
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5 man Command squad w/ jetbikes, melta bombs, 2x power sword, 2x power axe, power fist on standard
Primus Medicae w/ jetbike, melta bombs, power fist, boarding shield, power dagger
The Rewards of Treason: 10x Suzerains
3x Laser destructor Rapier
Tactical Squad w/ extra ccw, power fist + power dagger + artificer armor + meltabomb sgt, vexilla, rhino
Tactical Squad w/ extra ccw, power fist + power dagger + artificer armor + meltabomb sgt, vexilla, rhino
Tactical Squad w/ extra ccw, power fist + power dagger + artificer armor + meltabomb sgt, vexilla, rhino
Sicaran w/ lascannons, ceramite
Kharybidis Assault Claw
My hope is that the list accomplishes several things for me, not the least of which is an overall increase in threat saturation. Now, this has been accomplished in no small part due to decentralizing the threat of my former Firedrake Spartan, as well as shedding the points I had invested in named characters who didn't quite fit with the rest of what my list was doing. Similarly, I trimmed out the Headhunters. Not only could Exodus not ride with them, they weren't conducive to the overall power and focus of the list. Their anti-infantry prowess was real, but sadly, unless I planned to play them very aggressively, sniper vets would almost certainly be a better option point for point. Similarly, I toned down the Spartan and Drakes into a Kharybidis and Suzerains. This freed up the points to grab some Laser Rapiers (nasty additions with the aid of our Mutable Tactics), and grab the command squad, all while playing at an overall lower points total (2500, rather than the 3k I had written for previously). I'm still left wondering where to go or what to do for a list at 2500 utilizing Alpharius, but that's a matter that can certainly wait until that model arrives. In fact, he and Dorn are at the time of this posting, the only two primarchs for whom rules exist, but no model, which should hopefully make for a release of one or both sooner, rather than later.
So there we have it, a guide that has set out to plumb the darkest depths of the hydra's lair. Are they the best legion outright? Maybe not, but I can't help but be drawn in by their flexibility and treachery. In fact, as Godfrey jokingly put it "You've gone from the choose your own rules army of 40k, to the choose your own army of 30k. You can even mix and match other legion's units and rules. This army is perfect for someone as indecisive as you." His statement may have been a bit more pointed toward my penchant for optimization, but ultimately, I'd like to hope I'm just drawn in by options leading to the allure of tactical outplay, rather than outright min/max. The truth may never come out, but I'm likely to still say Hail Hydra!
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