Starting with Aleph
List #2: Homeric
Focussing on Homeric is very difficult with this starter. Mainly for one reason: The need for a Lieutenant. The Starter Set only has the Asura as an optional Lieutenant as the Deva misses the Autobot, and the other units can’t be a Lieutenant.
On the other hand we have the Homeric units, which mainly have the characters as optional Lieutenants. And most of the characters of the Homeric line are not cheap, making it difficult to fit them in a 200 point list. I’ll try to incorporate some Homeric units in this list, but I personally feel most Homeric units really shine in their own sectorial; Steel Phalanx. Still, they aren’t too bad on their own in vanilla! 😉
What do you need?
Aleph Starter Set
Aleph Support Box
Myrmidon Box
Phoenix Blister
Agema Sniper blister
The List:
Sophotect Engineer + Doctor
Dakini (combi)
Dakini (Paramedic)
Deva Functionary (hacker)
Myrmidons (Chain)
Myrmidons (Chain)
Phoenix (Heavy Rocket Launcher)
Agema Marksman (Multi Sniper Rifle)
Netrod
Netrod
–
Netrod



A dual combat group that is valuable thanks to the Command Tokens. You can place 3 netrods, and if one is destroyed or lost during deployment, you can spend one CT to go back to a full 10 order list again.
A 10+1 order list, at 200 points, with tough models like this is very, very good.
The Sophotect is Aleph’s Support trooper; a Doctor + Engineer, she can fulfill a double roll. On the one hand, she can heal your troops, on the other hands she can repair your Remotes and Camouflage/Optical Disruption Devices. Not too shabby, and definitely not bad in a list like this. Must be frustrating for your opponent do finally have killed that Myrmidon or Dakini, only to see it back up the next turn. The Sophotect is fast and has NWI, so she can get her wounds to 0, and heal herself up to 1 wound again, to continue the fight. That’s not bad! 😉 High Willpower makes sure she succeeds in most of the jobs she does. One of the most versatile Support troopers in the game.
The Homeric force consist out of Phoenix, a character, two Myrmidons and an Agema Marksman.
Myrmidons are the backbone of the Assault army of Aleph. They shine in their sectorial, and personally, I feel Steel Phalanx is a better place for them as they can link in there.
However, at 200 points, these 16 point soldiers are a terrible force to be reckoned with. They are a warband (which is shown in their high CC-stats), well-armoured and very, very well protected by their Optical Disruption Device. Simple put; a Close Combat Specialist, that can Engage or Dodge 3 inches into close combat, and applies a -6 on all attacks that are aimed at it. It won’t be easy for your opponent to kill them before they enter base-to-base contact with your opponent’s models. They apply the Martial Arts Level 3 for more devastating effect, and… well, I think you get the idea. 😉
The Chain Rifle is just an added bonus, for when your opponents models are still to far away to engage. Keep in mind that the Chain Rifle does not give these units a big range, so remember that when you move them around. You can’t do anything to kill enemy models if they are out of range.
Another thing to keep in mind is their bloodlust. The Frenzy characteristic makes Myrmidons impetuous in the turn after they kill a unit of your enemy. They will not be able to get partial cover after that. But with a -6 standard applied to all attacks, it’s not like they really need it to survive another round of killings, right?! 😉
I dropped in two Myrmidons for extra effect.
Phoenix is a Myrmidon character, which means he’s basically a Myrmidon with a personality. He has similar stats and skills (only higher WIP and BTS), and gets NWI to keep him alive a little longer. He’s also Frenzied like other Myrmidons, so he’ll become impetuous after killing a enemy unit. With his Heavy Rocket Launcher, that’s very, very easy to do. The HRL is a long range, two Burst, Fire ammo weapon. He’s also called Tohaa-Bane, in case you wondered. 😉
Myrmidons (and characters) come with smoke grenades to hide them from sight, if the -6 wasn’t effective enough.
The Agema Marksman is a real marksman. High BS (13), and a Multi Spectral Visor Lv2 allow him to negate all kinds of cover modifiers, smoke, and zero visibility zones.
V: Courage allows you to forego guts rolls. That means if your Agema survives an ARO, he can choose to stay in his place, or to drop back into cover. This comes in very handy on a sniper, as your opponent will probably want to dislodge him as soon as possible. Now, if the chances are in favor of you, you can choose to forego the guts check after a shot, and thus keep sniping his models down.
After that, I decided to spend left over points on three Netrods. These are cheap order generators and come in handy for an army like Aleph. You let them AD: Jump into the game during deployment. Roll their PH and apply scatter rules if necessary. This makes the Netrods a bit of a gamble, but it’s a 4 point extra order gamble. I’d take it!
You can get up to 3 extra orders, and with a bit of luck, you’ll get them in a very favorable position. And if not, alas. Worth a shot, nothing to fit in the 12 points otherwise.
If they are deployed, your enemy has to destroy them in order to steal away your orders. They can not react, can not defend themselves unless a model attacks them in CC, at which point they auto-zap him. Also, they can not go prone.







Nice article but “Artificial AI”? 😛
Yep, apparently I did.. 😀 haha!
Nice write-up, Scorch! You’ve got me all excited about starting up Aleph as my first faction! 🙂
I want to run mostly Hackers, Engineers and REMs (Dakini, Garuda, Yudbot, Daleth & Zayin) tho, and work the E/W side of the faction.
I don’t know how much Hacking is actually used in-game, tho. For instance, @ 300pts, are 2-3 Hackers viable to allow multiple support programs to be run at the same time on the various REMs? Or are those upgrades not really as good as say, dropping a Hacker and getting an HMG Ekdromoi 😉 Or, an Infiltrator or something?
Also, I was thinking of taking 2 Sophotects (w a Yudbot each), mainly to support the REMs. Do you think that’s too much redundancy?
Only played a couple of the Operation Icestorm missions so far, but I’m really loving the game, and want to get into it 🙂
Thanks!
Remember you have only 10 slots per Combat Group. 3 Hackers + 2 Sophotects – and you’ve filled 5 of these already.
Personally, I’d cap at 2 Hackers and 1 Doctor / Engineer, but then I’m not an Aleph player. So, whatever works for you 🙂
I’d suggest to run various variants of the list you’ve enivisioned with proxies a handful of times – for test purposes. You’ll find out by yoursefl whether this style suits you, or not – and there’s little point in wasting your cash for models that yuo will find redundant after a handful of playtests.
That’s a very good point – I should just calm down, and run a few games to get the feel of some of the units before committing cash to them. I haven’t even played with the hacking rules yet, so I’m probably getting a little ahead of myself!
Thanks!
No truer words had ever been written…
As a new player looking to get into aleph you mention different sectorals but looking at the army they only list steel phalanx. Is this article out of date now?
Not totally out of date, but ALEPH has some new toys to play with