Last 15 posts from Tabletop Teacher

BREAKING NEWS: 8th Edition Psychic Phase and Mortal Wounds Analysis!

Posted on April 28th, 2017 under , , , , . Posted by

Hooray! The Psychic phase is good, and is going to be really good for Psyker heavy armies. The Sons of Magnus will now be able to fling their magic around like no tomorrow, and the standard unit of Rubricae has become a very versatile unit!



Image and information from Warhammer Community

The quick and simple mechanic from Age of Sigmar has been brought into 40K, where each power is cast on a roll of two dice and meeting the warp charge cost.

I’m very happy about this. With my Three Musketeer army. D’Artagnan, the level 1 Sorcerer, was often left at the back lines as a warp charge battery. Now, he can run up to the front and start laying down firepower. Or mind power.

What’s good in the new system is that it looks like some, if not all powers will have two versions based on how well you roll. This makes the psychic phase a little more tense for people, and in combination with the new mortal wound mechanic, could mean a pair of humble Librarians laying waste to even Guilliman!

Each psyker will be able to cast as many spells as their data sheet states. Whether or not this means they can cast the same spell twice remains to be seen, as previously only Ahriman with his Black Staff could pull that trick.

Looking at the Smite ability above, it looks as though the Warpfire variants have simply been removed. This is good… having a chance to fail a psychic test, get the power denied by the enemy, miss the shot, or simply fail to wound people made things like Smite too unreliable. It also meant 4 sets of dice rolls to see if it works, which slowed down everything.

Deny the Witch rolls are now reserved for Psykers, which is as it should be (barring any special rules). It’s a clear pivot away from the buffing psyker to the mind-bullet artillery. I like this, as battlefield magicians should be all about their big flashy Fireballs!

Perils of the Warp is still there, but no information about how it works has been presented. It may be as simple as “Roll a double 1 and take a mortal wound.” I doubt there will be an external look up table, as there was in previous editions. Part of me would be sad to see this go, but frankly using abilities in games should be focused on when they go right, rather than when they go wrong… as funny as it is to see a vortex open up where the psyker used to be dragging everyone kicking and screaming to hell.

Everyone gets the above Smite power, which means that everyone has a bit of mental bombardment in addition to their other powers. This is good, as it means there are no useless Psykers on the field (such as the Thousand Son Aspiring Sorcerer that rolled Gift of Mutation…).

This coincides with the reveal of the Mortal Wound mechanic, which bypasses all saves, including Invulnerable ones! Whether this will be affected by certain shields, as in AoS, remains to be seen. But it means that any psyker is capable of slaughtering monstrous creatures or blasting apart tanks. It’s essentially Psychic Shriek and Doombolt rolled into one spell!

Which brings us to the Thousand Son Rubricae! Now there Scorcerer has some great utility in the unit, turning that iconic Thousand Son troop choice into a proper bodyguard unit for a special anti-everything cannon. Points costs will definitely play a part in showing how competitive this will be, but it certainly is a step in the right direction.

Is there any downside to the new phase? Well it certainly got harder to block powers. Armies like the Tau are going to be very hard pressed, as they will have absolutely no defence against such an etheric onslaught.

It also means that the complexity of the Psychic phase has been removed. I don’t think anyone will miss it though. At the end of the day, most people rolled Divination or Telepathy. The complexity was largely stripped out by simple market forces choosing the best general use powers. It does mean that flexibility for casters is reduced, but that’s somewhat mitigated by the usefulness of the Smite spell.

Finally one more possible issue. How long until someone says that D-Strength weapons are now just Mortal Wound weapons? Wouldn’t that just make them the same thing as before, with a different name? I doubt it would be a Game breaking thing, but I’d rather see the old Wraith cannons just being multi-wound weapons.

Overall, a positive step, and one that makes me want to go out and buy that box of Rubric Marines!

Until next time.



Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

BREAKING NEWS: 8th Edition Movement Rules Revealed with Analysis!

Posted on April 27th, 2017 under , , , , . Posted by

Games Workshop revealed the Movement phase today, and has highlighted some really game changing rules… including giving everyone Hit and Run!As we knew already, from the stat block reveal, Movement values are back in. We haven’t seen these since 3rd …

BREAKING NEWS: New 8th Edition Trailer

Posted on April 26th, 2017 under , , , , . Posted by

Re-posted without comment because it’s late…Oh… okay.Well this somewhat hints at the Starter Box set that may be coming out. Space Marines are there (duh), but we may be getting Death Guard as the “bad guy” army in it. Undoubtedly it will be a Chao…

BREAKING NEWS: 8th Edition Weapons Profile Analysis!

Posted on April 26th, 2017 under , , , , . Posted by

Taken from Warhammer CommunityHuzzah, the AP is gone! Rends are in, meaning scaling saves on units. This puts an end to the reason why Terminators were so frowned upon in the meta, giving them back their defence, even against the heaviest of guns.Or do…

8th Edition 40K: Thousand Sons and Possible Invulnerable Saves

Posted on April 26th, 2017 under , , , , . Posted by

What initially put me off the Thousand Sons is just how badly priced they were. 8th Edition promises to change all that though!Despite some new shiny models, and some excellently fluffy formations, the standard Rubric Marine was hideously over priced f…

BREAKING NEWS: 8th Edition Warhammer 40K Unit Profiles Analysis!

Posted on April 25th, 2017 under , , , , . Posted by

Damn Games Workshop, can we slow down a little bit? I’ve got books to mark!So, a few things here to unpack.First of all, the return to the movement value. This is going to give GW designers a lot more flexibility in determining speedy themed armies, an…

BREAKING NEWS: Warhammer 8th Edition Q&A Live Stream Explained!

Posted on April 25th, 2017 under , , , , . Posted by

Things are moving fast indeed this week, with this Q&A Livestream uploaded to Warhammer TV’s Facebook live stream two days ago:

If you can’t watch it now, here’s a quick transcript written by user n1ghtl1fe on The Warhammer Forum. Thanks very much dude!

“Just in case people missed the live Q&A earlier today:

Q: Working with a couple concepts, change movement, armor modifiers, new way of doing charges, if you charge you strike first, morale changes.
A: Yes. these were concepts discussed at Adepticon.

Q: Any specific rules around vehicles and armor values?
A: No armor value anymore. All models use the same type of stat line. Big tanks get wounded (all have a damage table and stats decrease). Different for every model. Keeps vehicles through the game. Str and Toughness works where everyone can hurt everyone. (sounds like AoS there)”

 What we have here is more confirmation of what we’ve been hearing all along. A lot of rules from Age of Sigmar will be finding their way over to Warhammer 40K. As many can attest to, AoS is actually a fairly god game for shooting armies, so it was really a natural progression that many of the mechanics found their way to 40K.

The tank mechanic discussed there is actually a very good balance mechanism, as I discussed here.

Q: Will each army keep its current play style?
A: Yes they are trying to keep the styles similar.

They’re not going to bin faction character and selling points they’ve been building up for the past few decades (at least not this time…). With all the progression that the Gathering Storm has been building, they want to maintain the themes they’ve worked on for each race (again… at least this time around…).

Q: Is the game still a D6 system?
A: Yes it is

… Ok.

Q: How long does a game take in comparison to a 1500 point game now?
A: Games were taking 3.5 hours during team tournament in 7th at Adepticon. 1500 points is about 90min. Games should take about 2 hours in general.

As someone who tries to teach this game to teenagers in about a 55 minute activity slot once per week… yeah this was one of the biggest issues with 40K. 2 hours for a decent sized game now fits nicely for me, as the standard 500 point starter battle might actually fit inside club time.

Q: Support for narrative play allowing connections to offshoots such as Shadow War?
A: Yes absolutely. Lots of campaigns, war zones and lots of ways of reflecting the 40k galaxy.

Expect the same kind of narrative play from AoS, with campaign trees and suggestions. I really like this part of the General’s Handbook, and if I had more time wold have made something beyond the two faction war that has sprung up between club members (Dark Angels versus Tau and Space Wolves… it makes sense to the students at least).

Q: Will any models – miniatures and scenery NOT receive new rules in the new edition?
A: No. they are all in

I’ll believe that when I’m holding the Sisters of Battle Battletome.

Q: Command points? what can you tell us.
A: Charges fight first, armies playing to play style. One of the mechanisms is called Command Points which allows you to make the army. You generate command points based on how large the army is. (Reroll dice, interrupt charging going first with a command point, etc. They are super valuable and tactical to use. Once they are gone they are gone. Additional command points will be in the various codexes (see below) Command points will for example, not only define a Space Marine army – but also the FLAVOR of Space Marine Army.

Battle Forged – Force org is in during base and competitive play. About 14 different force orgs charts.

Formations and the Codex Doctrines in a new form, presenting somewhat of an interesting new concept. With these formations being open to everyone, you can now have a great deal more freedom in bending the force org chart to your army’s theme. Very much in the vein of Your Dudes, I approve of this, but garauntee Space Marines will be the first to have their own special organisation chart, with command points.

Q: Are codexes going away?
A: No. There will be new ones in the new edition.

New books!

Q: Are Templates going away?
A: Yes they are.

Aww. There was always something satisfying about dropping a massive pie plate on the Imperial Guard. And now flamers won’t be able to properly go FOOM! This step is taken to stop all that faffing around with scatter dice and terrain getting in the way of templates.

I see the reasoning… but I’m going to miss that flamer template.

Also stealth nerf for D-Scythes!

Q: Are there limits to command points?
A: Yes. 1 per phase and also by formation.

Q: Has the new edition been better tested?
A: yes. A lot. In the US. Frontline, Nova, and Adepticon have tested every single unit from every codex.

This remains to be seen, as it is one of their major talking points. Simply because something has been play tested doesn’t mean it will always work. That said, I fully expect GW to go over board on getting this edition to launch properly after the Age of Sigmar debacle.

Q: How will I get access to the rules for my army
A: Everyone will get their new rules Day 1. On launch there will be a series of 5 books. On that day there will be all rules available. All points have been rebalanced and units have been play tested. When your codex comes out it will include new command points, etc. Army special rules, etc.

Ah… so now free downloads?

I hope the 5 books will refer to faction hand books, which means we can start wildly speculating about the 5 factions we will now have. I really hope they keep up the downloadable war scroll format from AoS though, as the books are often a neglected purchase from new players. It’s hard to run a game when a student has 1500 points of models and no idea how to use them.

Q: Will broken units be taken down a peg?
A: All units have been play tested. At launch this will be the most robust and most balanced version we have.

As in AoS, pretty much no unit is invulnerable. Guardsman are going to have a signifigant buff now, as the humble flashlight lasgun can now blow up a Land Raider.

Again… 10 man Guardsman squad… blowing up Land Raider with lasguns. Welcome to the new future!

Q: Will matched play session of the 3 ways to play be updated regularly?
A: Yes. Looking at AoS and how it was done. Book will come out annually which addresses all three styles of play.

Generals Handbook, keeping the meta refreashed on an annual basis, instead of waiting for everyone to get new codices. Good.

Q: How will free rules be presented?
A: Digital and all of our stores and some independent stockiest will have a limited supply at launch in print format

In my experience they hand these out like candy. As most of the rules will be put on the unit data slates anyway, this just needs to deal with the basic game rules, which most of us will take for granted anyway (i.e. measure the distance with a ruler, roll to hit etc.)

Q: Will there be an App with an Army Builder like AoS
A: We are working on a WH40k App. Not available on launch but later.

As this will be a copy paste job of the AoS one, I wonder if they’ll simply roll them into one. That would be a large amount of stored data, but Battlescribe seems to do okay.

Q: Will we see a specific set of tournament rules?
A: Not a specific set – but match play is a good start and some guidance to tournament organizers

Tournies do as tournies does. I have absolutely no doubt some group will take umbrage over a specific rule and tweak it to support their own ideas. But that’s not really Games Workshops job, as they only have to produce a basic functional game. Then people can make their own “No Lords of War” tournament, or “Only Lords of War” tournament.

Q: How can we be confident you have had enough time to do this for all models and rules?
A: Its been a long time in the making. We engaged with others quite awhile ago and we are pleased and confident that its going to be great.

Q: What were the Top 3 goals of the design team for this edition?
A: Lots of goals. 1 to make a game that worked for all three ways to play. Spent a lot of time on the background. Push to the forefront the battle between Imperium and Chaos. Thats not the rightful place. Chaos is the big threat to the galaxy. You will see that come through more over the next couple of years. Over the 2+ years that 7th has been around we have received a lot of feedback from players. This edition tried REALLY hard to make it the game you asked for. We are listening and trying to tick the boxes that you are asking for.

Ooh, good question!

As you can see, the assumption I made about Chaos returning to top villain status based on the map is confirmed. That’s about it really, apart from furthering the line that this is the game we asked for.

I think we can infer that the main design goal of this edition is to simplify the game, and clear out a lot of the rules bloat that infected 7th Edition. If you remember back when Death from the Skies was released, there was a lot of rumour mongering about how there were two factions in Games Workshop. One side argued for simpler rules, whereas one argued for more complexity. I think the simple faction won.

I’m glad they did, as the FAQs were getting ridiculous… and everyone remembers how grenades were simply being played wrong since 7th Edition was released.

Q: When is the new edition being released?
A: This year. We will have more news on that very soon. But not today.

Q: Will we see more at Warhammer Fest?
A: Safe to assume we will show more there.

Q: With the advent of AoS we saw a lot of models disappear. Will the same thing happen to 40k?
A: No. All factions and models currently represented will be there.

Q: Will we have points on launch?
A: more than one set of them. We have two different ways to play. One called Power Level focused on narrative play, doesn’t matter what you equip with. broad brush stroke. Just for fun but has some structure.

Then there are matched play points which are more granular where you are paying points for models, weapons, equipment, etc.

Two different ways focused on the way you want to play.

Interesting…  one for casual games and one for more formal and competitive. I look forward to this, but wonder if there will be some factions which excel at competitive games, whilst others do better in casual.

Either way, Orks have a chance of being great again, so lets see!

Q: Some factions seem to be missing from the website
A: Site is from a narrative point of view. All factions are still there. (eg: Astra Militarum vs Tempestus Scions). its a very top level view of how things fit.

Q: Will we see any new factions we haven’t seen before?
A: Yes. New things on the way. (even for launch)

Grand Alliances. Wait and see for what they will be.

Q: What about monsters being effected by Damage?
A: As they get wounded they get weaker. Just like vehicles. Its very fun and narrative.

Q: Will bolters be able to damage tanks?
A: Yes everything can hurt everything – BUT its hard to do. No stat is capped at 10 any longer. The big heavy weapons cause multiple damage now.

Sky’s the limit! As a lasgun can kill a Wraithknight, the big stompuy things will need some kind of beardy cheese defences.

Q: What sizes of games are supported?
A: All sorts of sizes. Match play scales through about 1000 points to much larger. Narrative play scales from about a 1000 to the skies the limit.

Q: What model has the highest wound count.
A: Knights are pretty high – but don’t recall off the top of head.

Q: Recognizable Force Org Chart?
A: Yes

Q: Allied forces still viable?
A: yes but it works differently now. Addresses Death Stars. Its a keyword driven system (like AoS) so some units will NOT play off of other units due to key word. Abilities are passed on to units they SHOULD be passed on to and not units they should not.

Q: Will there be deathstars in the game?
A: A tournament term – they normally come about as a result of holes in the rules and work as never anticipated. Things that don’t fit the narrative. The keywords help keep this in check. We can be much more in control of the synergies.

Another port from AoS, it’s a simple balance mechanism that means broken combinations can be tweaked by dropping key words. Superfriends may still be possible, but it’s just easier to correct.

Q: Is close combat going to be viable again?
A: Absolutely. Its a huge part of the game and was missed before. You will see some changes.

Yay! But I wait to see how. Close combat in AoS is more like close quarter shooting. Whilst I’m not fussed about that, I don’t see a big reason to not shoot someone from far away as opposed to hitting them up close if I have the choice.

Q: Will there be benefits to sticking to one faction?
A: Yes there will be. Mostly based on command points.

Q: What are you guys most looking forward to?
A: Looking forward to reaction to the finished product. We want to see how close we got to what people were asking for.

Q: FW Rules
A: Will be available in the same way though not necessarily the same place.

Horus Heresy players beware…

Q: Background change?
A: We aren’t going to radically change what 40k is about but we are going to advance the storyline and add more background.

Q: People asking about I bought a rulebook or codex fairly recently and now it won’t be valid. What should I do?
A: Everything we have launched in the new game – our customer service people will send vouchers for the value of their purchase for last 8 weeks if you have proof of purchase. Email customer service team on GW website and they will sort you out.”

If you’re still here, well done!






Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

BREAKING NEWS: Games Worshop refunds your old codex!

Posted on April 25th, 2017 under , , , , . Posted by

Image taken from Warhammer Community

In a massively good move, Games Workshop is going to refund the cost of any codex you bought in the last two months.

As long as you still have the receipt or other proof of purchase, GW will send you a voucher for the cost of any codex bought in the last 8 weeks. This is usually done for about 4 weeks, but they have double it for 8th Edition.

I’m just going to quote word for word from the Warhammer Community web site:


“You can claim a voucher no matter where you bought your codex and/or rulebook, as long as you have your proof of purchase and it’s dated between the 25th of February 2017 and the 22nd of April 2017.”

Warhammer Community, 25th April 2017

So it looks like you can even get a refund for books you’ve bought off of third party suppliers!

The wording suggests you may be able to get a refund for other books as well, such as the Gathering Storm books. As I still have my receipt to get reimbursed from the school for Gathering Storm 2, I’ll attempt to get a voucher for that, and let you know how it goes.

What does this mean?

Well, Games Workshop have appeared to have learned from the mistakes of Age of Sigmar. Rather than a super exciting send off for the old edition, such as they did with the End Times for Warhammer Fantasy Battle, they’ve concentrated on hyping up the next edition, and making you as excited for it as possible.

This is all indicative of a way more slick and professional marketing team that GW has put together since last year. They’re presenting a very strong case for the next edition, and despite murmurings of Sigmarification, the new design focus looks positive.

I also really wish I had bought the Traitor Legion book last weekend as well…

Until next time!




Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

Thousand Sons vs. Tau Battle Report: Knowledge is power!

Posted on April 24th, 2017 under , , , , . Posted by

Knowledge is power!As you can probably guess from that title image… things went quite well for my Three Musketeers!This was the first outing of my starter Thousand Sons army. At only 450 points, it’s nect to impossible to fit Rubricae in any meaningf…

BREAKING NEWS: New galaxy map for 40K explained!

Posted on April 23rd, 2017 under , , , , . Posted by

Okay… so it looks like the entire galaxy has been ripped a brand new rectum:Taken from Warhammer CommunityWell, I say rectum, but really an ulcer. The big band of purple stretch across and staining the galaxy is called the CICATRIX MALEDICTUM. Runnin…

Blood Angels vs Tau Battle Report: First Fight of Summer!

Posted on April 22nd, 2017 under , , , , . Posted by

With school now in for Summer (much to Alice Cooper’s consternation), the club has finally gotten back together to fight some battles. With a brand new member, and one returning after a term’s hiatus, we did a quick and easy start up battle.



Blood Angels advancing in defiance of Tau firepower!

The armies are very simple, and actually are really good for new players. The Tau are many, have big guns, but are not so good at using them. The Blood Angels are few, have some special weapons to play with and can punch faces better. Two 5-man Tactical squads plus flamers face off against two 6-tau Firewarriors.

The board is teeny tiny, to avoid long foot slogs. if you think this give the Tau a disadvantage, well not really. At 15-inches, they are a right fire hose of hot pulse rifle death, and return Marine fire is somewhat muted at medium range by the flamer.

The battle is over a downed Eldar jet biker in the middle of the field, the Tau wanting to claim him for the Greater Good and the Bangles looking to seize him for the Emprah! Both likely to cut open his brain to see if the knowledge for making D-Scythes falls out.

Both student neophytes set up with one unit on the in a tower, and one advancing up the side. Cover is actually fairly redundant in this game, meaning less for the students to think about. Both sides have armour better than each others APs, meaning they don’t have to mess around with that mechanic. Games Workshop… take note of this. Unit variety is good, but try and have some rules redundancies in your starter armies, so new players can play a game quicker.

The Bangles got first turn, and advanced firing, doing spectacular damage to the scenery and Tau armour, but sadly not killing a single xenos. The Tau responded in kind by opening up their own volleys, felling two Marines.

However, one Frirewarror team moved up too far, and set themselves up for a vicious Bangle charge, with one squad descending from their tower to exact bloody vengeance for their lost Battle Brother.

Mighty combat!

The Blood Angels charged with the full fury of their Primarch, all of their attacks landing on the beleaguered xenos!

They failed to wound a single one.

Sanguinius wept.

The Tau struck back, and landed nothing but a single hit which failed to wound. Combat was drawn, and in the next Tau turn, only one unit could fire. Clearly shaken by the violence on their flank, the one unit free to shoot failed to kill a single Marine.

The next turn saw the Blood Angels do what they should have done on their charge, killing two Firewarriors, who broke and were cut down as they fled.

Last stand

The writing was on the wall for the Tau, and despite getting another volley of fire in, failed to wound again for the second turn in a row! The Blood Angels sensing victory roasted and shot the remaining Tau, leaving just one Firewarrior left.

His squad mates dead and burning around him, he decided he needed to escape to notify the Commander of this loss, failing his morale check and performing a retrovade manoeuvre off the board.

A really good first fight for the retuning neophytes, which had the Tau player demanding a second round. You can’t ask for more than that!

Until next time!





Thanks for reading.

If you liked what you saw, and you want to help out, please leave a comment. Sharing this with your friends, and following me on Twitter, Facebook or Google+ would also be hugely appreciated.

If you have anything you want me to look at, let me know in the comments below. I’ll probably be able to write an article about that topic within a day!

If you really love what I do here, you can make a one off donation at my PayPal, or become a true hero to table top education and make a regular donation to my Patreon. Every Little helps!

500 points Chaos Space Marine Army: I am Alpharius…

Posted on April 21st, 2017 under , , , , . Posted by

I had a request from a newly made reader on Facebook last night, asking about their Start Collecting! Chaos Space Marines kit. The wanted to know what options they could put on their miniatures, with the intention of getting some games in.

First of all, let me say it again; Welcome to the Grim Dark future, Shi! You’ll forgive me for not using your full name, but I try to keep this site as PG-13 as possible for any potential student neophytes who might be reading.

As I mentioned last night, you will need to get a codex so you can start building your own lists, and in addition to that, the Traitor Legions codex supplement is near mandatory for Chaos Space Marines. However, to get you in the Long War as soon as possible, this is an army list that should get you someway towards winning games without you needing to buy any more miniatures.

Image taken from the Games Workshop webstore

The army is going to be an Alpha Legion Combined Arms Detachment. This is because Alpha Legion tactics will give you a decent amount of board mobility and tactical options without you needing to buy a Rhino or other transport.

Alpha Legion tactics allows you to take Chosen as Troops choices, which is going to be very handy in terms of getting some heavy weapons to the field, and letting you hit the minimum requirement of the CAD whilst still getting in some semi-elite troops. The Alpha Legion also give the Veterans of the Long War upgrade for free to anyone who can take it. In return for not being able to us any Marks of Chaos, all your Chosen, standard Chaos Space Marines and Cultists and Infiltrate.

I’ve tried looking at other Legion tactics, but none of the others quite give you the same amount of flexibility at this low points cost. Don’t feel like you need to paint them as Alpha Legion though… just use their rules for now! 

Here’s the army:

Alpha Legion Insurgent Training Group (CAD)

HQ

Chaos Lord [140pts]: Combat familiar, Combi-bolter, Hydra’s Teeth, Lightning claw, Terminator Armour, Veterans of the Long War

Elites

Helbrute [110pts]: Reaper autocannon, Thunder hammer

Troops

Chaos Space Marines [118pts]: 4x Chaos Marine with Boltgun, Meltagun, 4x Take CCW, Veterans of the Long War. Aspiring Champion: Bolt Pistol, Boltgun, Power Fist

Chosen [130pts]: 4x Chosen with Boltgun, CCW and Boltpistol, Heavy bolter, Replace boltgun w/ Plasma gun, Veterans of the Long War. Chosen Champion: Bolt Pistol, Boltgun, Power Sword

Total: [498pts]

Starting with the troops, these are kitted out due to some of the weird rules attached to building CSM squads. The regular Marines have the Meltagun and Powerfist in the unit, and are actually your assaulting half of the troops choice. Everyone has a bolt pistol and close combat weapon in addition to their bolter, meaning they are flexible for shooting or assault. The meltagun and powerfist also make this your default anti-heavy armour unit, to be thrown at the occasional surprise Land Raider!
The Chosen are the shooting half of the army… partly to give you a taste of Infiltrating plasma guns, but also because normal CSM units need to have 10 men to get a heavy weapon (in this case the heavy bolter). Chosen can pretty much take whatever they want, and giving them the H. Bolter and Plasma gun turn them into a fairly good Objective camping unit. Infiltrate means that objective can even be in the middle of the battlefield, and since the Chosen are Troops, they get Objective Secured. Traditional methods of clearing such troops off the battlefield include getting an assaulting unit to overrun them… which would be an interesting thing to try against the Chosen’s 15 attacks back, with 3 of them being done with the Champions Power Sword!
In terms of modelling these, I would give them all a bolt pistol and close combat weapon, and then strap the bolter and special weapons to their backpacks. If you’re careful with using small amounts of glue, you can reclaim those special weapons back for other projects if you waned in the future.
The Hellbrute is somewhat of an oddity in this list. Due to the Crazed special rule, it’s not as reliable a firebase as it could be. That said, with the Reaper Autocanon threatening light vehicles and the Thunder Hammer threatening… well everybody, all it needs to do is Rambo up from your back lines. If the enemy choose to ignore it, they will end up with a crazed robot/demon hybrid rampaging up the battlefield. If they focus fire on it, well good. Your other units can get some good work done!
The Chaos Lord gives you something that not many armies can claim. It gives you an actually scary hero unit, that can rip apart entire units if not dealt with. Terminator armour is an upgrade you need to take to use the model in the Start Collecting box. It also gives you a good deal of survivability, and the ability to Deep Strike. We will exploit this…
The Combi-bolter comes free with the Terminator armour. It’s a twin-linked bolter, which we’ve paired up with a unique piece of Alpha Legion wargear; the Hydra’s Teeth. This turns your humble bolter into a small blast, Ignores Cover, Poisoned 2+ mini-canon of Imperial Guard death. You Deep Strike in, preferably within 12-inches, and drop two blasts of poison onto a soft and squishy troops choice. For guard equivalent troops, this is about the same as getting hit by plasma canons, and even other Marines will have to take quite a few saves.
Your next turn will be delicious, provided your Lord survives. As the terminator armour gives you Relentless, you can do your poisoned blast trick again before charging in a ripping up your target with the Lighting Claw.
Here’s the best bit about Alpha Legion. If your Chaos Lord dies, you do not give the enemy a victory point for Slay the Warlord. Your next Aspiring Champion will simply become your Warlord, due to the I am Alpharius special rule. Only Alpha Legion can do this, which makes the suicidal Deep Striking unsupported Chaos Lord less risky.
So there you have it. In the first turn, you’ve already Infiltrated up to the enemies door-step. In the second turn, your Chaos Lord has a chance of dropping and hammering them from behind. If the enemy manages to chew through all that, they’ll then have to deal with the Hellbrute crashing onto their lines!
A surprisingly competitive list for 500 points, with a lot of fun tactical options to be made. You could even opt for a very risky null-deployed army, with the Hellbrute acting as an anchor for Deep Striking and Outflanking infantry. What’s even more surprising is how easy it was to get this list out of the Start Collecting! kit, making Chaos Space Marines one of the best starter armies to buy.
For a faction that still somewhat ranks quite low in the power tiers, that is an awesome achievement!
I hope that helps you plan your build Shi. As I said, don’t consider yourself tied to the Alpha Legion. This is just a good way for you to start and have a chance of winning some of your early games.
Until next time!




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