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====Vigil Force Alphion (Combat Patrol)==== <div class="toccolours mw-collapsible mw-collapsed"> While far from the most tacticool or operational, this does provide you with the means to pull surprises out of your team. <div class="mw-collapsible-content"> <u><b>Composition</b></u> 1 Lieutenant Alphion, 1 Apothecary Krenn, 10 Intercessors, 3 Aggressors *'''Lieutenant Alphion:''' Basic Primaris Lieutenant with a power weapon. Lets his squad shoot and charge after falling back, which is at least helpful but still lacks ''[Lethal Hits]''. *'''Apothecary Krenn:''' Primaris Apothecary. Use to raise dead Intercessors if you're using the alternate Enhancement. *'''Intercessor Squad:''' They lost their ability to keep units capped but you can split them up into two squads of 5. Fortunately, you get two grenade launchers for a bit of extra utility, especially with the Special Issue Ammunition strat. *'''Aggressor Squad:''' Come with Flamestorm Gauntlets. Surprisingly keep their AP boost when shooting at the closest enemy, which helps with melting hordes and bothering MEQs. <u><b>Secondary Objectives</b></u> *''Hunter's Insight:'' Mark one objective outside your DZ each turn. You get 4 VP each turn where you have a squad on it. *''Head-Taker Doctrine:'' Score 5 VP for each {{W40kKeyword|character}} you kill with an additional 5 VP if you killed them all. <u><b>Stratagems</b></u> *'''Deathwatch Teleportarium (1 CP):''' At the end of one fight phase, you can throw one unengaged unit into reserves. They can redeploy on your next Movement phase, arriving anywhere within 3" of an enemy unit. Seeing how powerful this is for your Aggressors, you're restricted to only one use, so time it wisely. *'''Special-Issue Ammunition (1 CP):''' One unit gains one of two sets of special rules for their guns: ''[Anti-Monster 5+, Anti-Vehicle 5+, Melta 2]'' or ''[Assault, Ignores Cover, Sustained Hits 2]''. The Intercessors and whoever joins them gets the best deal with this, since the Aggressors have no AP on their flamers when not shooting at the closest target and are wasted on the second set of buffs. *'''Veteran Instincts (1 CP):''' One unit gains a 5+ FNP when they're attacked. Your {{W40kKeyword|Gravis}} Aggressors instead get a 4+ FNP on account of being chonkers. <u><b>Enhancements</b></u> *''Aegis Vigilate:'' Lieutenant Alphion's squad gains +1 to Touhness and a 4++ invuln. Pretty much makes your Intercessors into budget Terminators. *''Alien's Bane:'' Lieutenant Alphion's power weapon gains ''[Precision]'' and +1 to Wound, making it incredibly useful if you're targeting a specific enemy. </div> </div>
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