Monday, October 17, 2022

Horus Heresy 2e Review: Alpha Legion Rules

Warpstone Flux Rating: ⭐️⭐️
2/5 stars. The rules are poor.

Author's Prelude.
The following is written from the point of view of a hard-core Alpha Legion player from First Edition. And I also know many of you have been waiting patiently for me to get around to reviewing the Alphas. Spoilers then: I feel there's been a strong nerf here overall. Having now played a few games, I am comfy with the new rules, but find myself strongly preferring the First Edition rules. Sorry folks. 

Background.
One of three legions raised in isolation from the others, the Alpha Legion was ever about ghost operations and uncertain allegiances. In the Heresy they proved their worth to the Warmaster at many different battles and campaigns as he saw in them a rather unique weapon. Appearing almost out of nowhere during the Great Crusade, they were one of the largest legions on record at the start of the Heresy (unknown to either side) and as the Heresy went on, they grew more powerful if anything even in the face of defeats. More than this, their loyalties are left as an open question and even within the legion there was a pseudo civil war taking place.

Legion Rules Review.
Lies and Obfuscation. The main rule is that the legion always appears to be 2 inches further away than it actually is for things like shooting, charging, and reactions. This is a very subtle effect within the game and requires a bit of planning by the player. It is not brilliant, but can sometimes make a difference. I would have liked this rule scaled with distance away to be honest (e.g., 10 per cent further away than measured, rounded up to the nearest inch). 

A Subtle Panolpy grants access to the wargear, while Saboteurs are a special consul upgrade (I will review these distinctly) and the Sons of the Hydra provide access to the Warlord Traits. 

Advanced Reaction.
Smoke and Mirrors. This reaction allows the target of a shooting attack to redeploy once per game by moving anywhere up to 12 inches from where it is. This, of course, can put them out of harm's way. But it can also be used as a demonstrable threat to move up the board when required. If possible I'd advise moving behind some cover while moving up the board if you are playing close combat Alphas, or moving out of range if you are playing a more shooty variant. 

The Rewards of Treachery allows the player to select a unit from another legion and play it. It is great that this has been retained from First Edition and even better that it is now generic and not requiring a rite of war to use. Good move. It is also the reason that I give the Alpha Legion 2 stars out of 5, instead of something lower. 

Difference to First Edition.
With candor, the Alpha Legion have been nerfed almost as hard as the White Scars. Mutable Tactics in first edition was simply better. Gone are the pure infiltration armies. Gone are the adamantium will armies to make Thousand Sons cry. They're now just 2 inches further away. It's not great. But the Rewards of Treachery is great. 

2 comments:

Geeky Catholic said...

My Sympathies........... or not given several of my slippery relatives play the snakes.

jabberjabber said...

thanks for the sympathies! lol!

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