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Создание армии Альфа-Легиона, Создание армии Альфа-Легиона
Avenged.Sevenfol...
сообщение 04.11.2019, 16:08
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Всем доброго времени суток
Сам в настольной вахе ни черта практически не смыслю, но поиграть ну вот очень хочется.
Собирать армию ультрамаринов не хочца, хочется что-нибудь более интересное, решил выбрать Альфа-легион.
Поясните непонимающему человечку, какие брать миньки, что и как красить, что с минек спиливать и всякое такое, желательно, понятным языком для человека, который с настольной вахой не знаком.
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Листригон
сообщение 05.11.2019, 12:02
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А) никому не говори про то, что ты собираешь Альфа Легион;
Б) собирай любой имперский орден по выбору, или же любой легион предателей;

Всё, ты лучший из тех, кто собирает Альфа Легион.


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«Как уст румяных без улыбки, без грамматической ошибки я русской речи не люблю» (с) Пушкин

"котик любит кошечку, птичка воробья, небо любит солнышко, я люблю пожрать"
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literally who
сообщение 05.11.2019, 12:39
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Цитата
какие брать миньки, что и как красить, что с минек спиливать и всякое такое, желательно, понятным языком для человека, который с настольной вахой не знаком.


Миньки: Брать кодекс, читать кодекс, определить что нравится, купить. Бэк и миниатюры Альфа легиона в кодексе есть. Для батальона нужно два хаку и три трупсы. Можно начинать с шадоуспира или новой СК! коробки.
Что и как красить: Красить миньки. Акриловыми красками (лучше цитадель или вальехо). Цвета подбирать с помощью глаз, головного мозга и интернета.
Что с минек спиливать и всякое такое: Что не нравится спиливать, что нравится - оставлять. Альфа легиону можно и аквилы оставлять и вообще извращаться по всякому, брать имперские битсы, гвардейцев за основу культистов итд.



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brRibbotaim
сообщение 17.11.2019, 23:39
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Альфа Легион находиться в кодексе Chaos Space Marines. У некоторых других легионов есть свой собственный кодекс. Выбор ваш.


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Крылья несут смерть и всепрощение! За Лиона и Императора!
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Koros Layak
сообщение 20.11.2019, 10:32
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Рид зис, на мой субъективный ничё так написано.
Только про Дисокрданта я не понял, at kooda у него -2 тухит, легионнный трейт ему ж не полагается?...
Тем не менее, новые правила описаны гуд!
"Рулес фор Альфа Лиджн (нев)"
Alpha Legion
The Alpha Legion are probably the one legion that didn’t want to see their traits changed, since “-1 to hit rolls when being shot at from more than 12” away” is one of the strongest traits that a faction could receive in 8th edition.

Warlord Traits
The Alpha Legion get five new Warlord Traits and they’re all at least decent, giving them a very solid list to choose from. Ironically, their original trait loses quite a bit of luster as a result of being rooted to Codex traits in terms of what it can get you, but the others are interesting. Note that the Alpha Legion have the ability to give Warlord traits to multiple characters using the We Are Alpharius Stratagem.

I Am Alpharius. A reprint from Codex: Chaos Space Marines. When you pick this, you randomly generate another trait from uh, Codex: Chaos Space Marines. If that model is destroyed, you can immediately pick another Alpha Legion character from your army to get this trait and another one. You can keep doing this until all models are destroyed. This has always been funny and flavorful, but now that you have five better options it looks a lot worse. Also, their commitment to not revising the wording means that you’re stuck with the (pretty bad) options from the original Codex instead of the cool new legion-specific traits. Lame. C
Clandestine. When resolving an Attack made against this Warlord, subtract 1 from the hit roll. We’re just starting off with this, huh. OK. This is amazing on a Lord Discordant, who was already a strong choice in an Alpha Legion list. Being able to rock a Lord Discordant who can get -2 to be hit from more than 12” away gives you the ability to soak up a lot of whiffed shots before you close the distance, and the survivability boost is just great. If it weren’t for Lords Discordant this might be a B ability but because you’re windmill-slamming this on one, it’s an A
Wings Note: Everywhere else in CSM defensive boost warlord traits get a skeptical look from me, but because Alpha Legion can double-dip with We Are Alpharius adding this to a Discolord does, in fact, seem pretty good, especially as it works in melee too.
Headhunter. This Warlord can target Character units even if they aren’t the closest. Also when you make a ranged attack, an unmodified hit roll of 6 does 1 mortal wound to the target in addition to other damage. This is also pretty good, but hampered by the lack of high-volume shooting on Chaos Warlord options. Your best bet is, again, a Lord Discordant, where the autocannon gives you two long-range, AP-1, 2-damage shots to play with. Alternatively a Chaos Lord on Bike with a Combi Bolter can put out a pretty good volume of shots, and might be worth considering for this. Lord Arkos might also be a good fit for this, since he’s got a Meltagun. B
Wings Note: A Hellwright on Dark Abeyant is the other interesting possibility here, giving armies like GSC a real headache. That’s right readers, I remembered the Forge World option today. Up is down, left is right etc.
Master of Diversion. At the start of the first battle round, before the first turn, pick up to 3 other friendly Alpha Legion units on the battlefield. Remove them and set them up again following the usual rules for deployment and mission. If you redeploy a transport, the models inside move with it. This is a good ability wherever it turns up, and another one that being able to add as a second trait is real good. B+
Cult Leader. When you roll a 6 to wound with Alpha Legion Cultist units within 6” of this warlord, you improve their AP by 1. A neat way to potentially make Cultist shooting valuable marred by the fact that Cultists have been nerfed to the point where it isn’t worth it to take large blobs of them. B-
Faceless Commander. Once per battle, at the end of your Movement phase, you can pick up this warlord and set them back down within 3” of an Alpha Legion Infantry unit and more than 9” away from any enemy models.This is a fun little ability and I’m not sure they thought it through entirely given how big some of the warlords can get. Useful for zipping a daemon prince around the table or just helping support specific objectives. B
Relics
The Alpha Legion relics are interesting, but don’t quite live up to the Warlord Traits and Stratagems in terms of power and excitement. What’s here is certainly interesting, but only two — the Hydra’s Wail and the Shadeblade — really stand out.

Drakescale Plate. Infantry only. This model gets a 2+ save and when they take a mortal wound, roll a D6; on a 5+ you don’t lose that wound. Most useful on a Jump Pack Chaos Lord. B
Mindveil. At the start of your Movement phase, if this relic holder is on the table, roll 3D6 and until the end of the Movement phase, their Move characteristic becomes that result. Also this model can move over enemy models and terrain as if they weren’t there and in the Charge phase it can move over non-building models as if they weren’t there and it can charge in a turn in which it fell back. So kind of like a weird, variable, charge-after-falling-back Jump Pack. Most of the time you’ll be looking at 8 to 12” movement, but it’s gonna feel real bad the first time you roll a 3 or 4. Possibly interesting on a Terminator Lord. C-
Hydra’s Wail. Once per battle at the start of a battle round, a model with this relic that’s on the table can activate it. Until the end of the battle round, when an opponent spends CP to use a Stratagem, roll a D6; on a 4+ they have to spend an extra CP to use that Stratagem or else it has no effect and the CP is lost. This is a brutal ability that can really make or break an enemy’s turn and I suspect you’ll almost always want to use it on turn 1 or 2, depending on who you’re facing. It’s a very, very good ability to have. A
Viper’s Bite. Replaces a combi-bolter. 24” Range, Rapid FIre 2, S5, AP-2, D2. Solid, and potentially very useful when combined with the Headhunter Warlord Trait. B-
Hydra’s Teeth. Model with a bolt weapon. The model’s bolt weapons get the following abilities: This weapon automatically hits its target, wounds on a 2+ unless targeting a vehicle/titanic unit, in which case it wounds on a 6+, and units don’t get the benefit of cover against this weapon’s shots. Another very interesting combo with Headhunter, and potentially hilarious on a Chaos Lord on Bike rocking an extra Combi-bolter for 8 shots. C+
Shadeblade. Replaces a power sword or force sword. S+1, AP-3, d3 Damage and attacks against the bearer get -1 to hit. This is good clean fun as relic weapons go – it gets a character to the key break points for “meaningfully contribute to melee in 8th” (S5 and multi-damage) and has another buff too. B+
Stratagems
The Alpha Legion Stratagems are incredibly fluffy, and most are based around redeployment and moving or forcing your opponent to play around some very nasty effects.

Forward Operatives (1 CP). Use when you set up an Alpha Legion infantry unit during deployment. At the start of the first battle round you can move them up to 9”, and cannot end up within 9” of any enemy models. Still a shadow of what it once was, but handy for trying to establish early board control. B
Conceal (2 CP). Use at the start of your opponent’s Shooting phase. PIck an Alpha Legion Infantry unit in your army. Until the end of the phase, it can’t be shot at unless it’s the closest target. This is another hilarious way to screw with your opponent, and just a common way we’re protecting units now in 8th edition, apparently. It’s good that it only works on Infantry, but it’s still a great way to protect a valuable unit of Berserkers or Obliterators. A
Sabotaged Armory (1 CP). Use when an enemy vehicle is destroyed. If you have any Alpha Legion units on the table, your opponent adds 3 to one of the D6 rolled for the explosion roll, and they can’t re-roll the results. This is a hilarious way to punish your opponent for castling, particularly with Forge World units that like to do D6 mortal wounds when they explode. Situational, but hilarious and potentially huge when it happens. B
Wings Note: I think this ability is much better than this. Possibly it’s because I’m scarred by so many disastrous vehicle blow-ups, but this is going to be absolutely horrendous for your opponent to try and play around a lot of the time, and help you really punch some lists straight out of the game if you get first turn.
Scrambled Coordinates (1 CP). Use in your opponent’s Movement phase, when they’re setting up a unit arriving as reinforcements, but before it’s placed on the table. That unit has to be set up more than 12” away from any Alpha Legion units in your army rather than 9”. A neat way to turn all your Alpha Legion units into Infiltrators for a turn, and helpful for preventing charges you don’t want. Incentivizes you to be heavier on Alpha Legion, but may also just mean more Alpha Legion detachments being used as situational Infiltrators. A
Wings Note: This is super spicy because it goes off once your opponent is committed to putting the unit down. A big unit of Cultists screening out can currently just no-sell one unit of the popular Long Ranged Marksman/Hungry for Battle Raven Guard Centurions. However, do bear in mind that it’s much worse than Infiltrators against heavy deep strike armies like GSC, as it only affects one unit, and in their case the one unit you tag with it can just Perfect Ambush
Renascent Infiltration (1 CP). Use at the end of your Movement phase. Pick an Alpha Legion Infantry unit from your army that is more than 1” away from any enemy models and didn’t arrive as reinforcements this turn. Remove that unit from the battlefield. Set it up again at the end of your next movement phase, more than 9” away from any enemy models. Any models that can’t be set up when this happens are destroyed, and if it doesn’t come back before the battle ends, it’s destroyed. This is another cool repositioning ability that allows you to potentially protect a unit for a full turn, then drop it onto an objective one turn later. I like it for protecting Cultists late-game before you drop them on an objective you couldn’t reach otherwise, but I don’t love it for units that would want to shoot things. B
Wings Note: The other way to use this is to effectively hand the ability to do a turn 2 Deep Strike to any INFANTRY unit, most probably Cultists. Set up a unit out of LOS and pop them into this at the end of your first Movement phase and job’s a good un. This is a little bit less useful that it once might have been thanks to the really dumb amount of no-LOS firepower Space Marines throw around, but still interesting, and could be a good way to get a Cultist unit into position for Scrambled Coordinates (or just to saturate half the board with 30 Cultists and make GSC cry).
Ambush (2 CP). Use in your opponent’s Movement phase, after an enemy unit is set up on the battlefield as reinforcements. Pick an Alpha Legion unit within 18” of that unit to shoot at it as if it were your Shooting phase. This doesn’t have the usual -1 rider and man is it strong if you have the firepower to make an opponent pay. I suspect Alpha Legion will handle Genestealer Cults very well. B
Feigned Retreat (1 CP). Use in the Movement phase after an Alpha Legion unit falls back. It can still shoot. Wonderful ability, love to have it on some Chaos units finally. A
We Are Alpharius (1 CP). Use before the battle to give another Alpha Legion character a Warlord trait. You can’t pick the same trait twice and can only use it once. I don’t know how this works with I Am Alpharius; I suspect that if your Alpharius Warlord dies, you can nominate another character with or without a Warlord trait to get I am Alpharius and the new random trait, which is kind of neat? Anyways this is great for getting Clandestine and Cult Leader and Master of Diversion into the same army, if you want. A
So what are we gonna do with the Alpha Legion? There’s probably two choices. First off, Dreadnoughts are some of the better units across the Chaos range, and spamming them a popular strategy, so doing so with -1 to hit is OK. However, Dreadnoughts don’t get much benefit from most of this new stuff, and The Purge is probably still better.

Where we see this doing work is as a CP farm battalion for Chaos Knights. Currently you can take a cheapo battalion of Cultists to augment these but most people don’t because the Cultists die easily and don’t really do much to contribute. This set of stratagems completely turns that around – being able to use them to screen deep strike, bung them into DS yourself for a turn to redeploy them in a hurry, and unlock all the other nonsense here, makes that detachment (perhaps lead up by a Discolord and Sorceror) a serious value add for Chaos Knights, and probably gives that faction a shot in the arm.

Отсюда


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PROFANE ZEAL:
You can re-roll failed Morale tests for units with this trait, so yay!
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Dzairen
сообщение 20.11.2019, 10:48
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Цитата(Нарен @ 20.11.2019, 11:32) *
Только про Дисокрданта я не понял

Он получает чт, в каком-то из факов написали
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Koros Layak
сообщение 20.11.2019, 11:42
Сообщение #7


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Цитата(Dzairen @ 20.11.2019, 10:48) *
Он получает чт, в каком-то из факов написали

ohmy.gif ohmy.gif ohmy.gif ohmy.gif
!! УХТЫ !!
Вот это поворот!!
Пропустил такой фак!
Спасибо, буду знать!


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PROFANE ZEAL:
You can re-roll failed Morale tests for units with this trait, so yay!
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