Uniting the Republique of France with the League of Italian States, the Sovereignty of Spain, and the Kingdom of Portugal, as well as the Socialist Unity of South America, Prince-President Bonaparte's unlikely conglomerate is a young and potent threat. Many mistake the confidence of youth for arrogance. 

Call it what you will, for it matters little to the Alliance. 

Power underestimated is power nevertheless…


The Alliance shall lay waste to those who once sought to dominate them.

Salut, ye faithful of the Alliance!

This blog provides an overview of how the Alliance plays on the Battlefield, including their key strengths, and insights on how to build an effective Alliance army, with example Force Lists for all three Force Scales.


How the Alliance Plays

The Alliance plays to a simple theme: overwhelm, adapt, and overcome.

In the Ordenanza Militia, the Alliance boasts the cheapest Infantry unit in the game. And with their larger model count and Break Limit of 1, your opponent will be hard-pressed to shift them. Of course, they are cheap for a reason! Not only do they have low Attack Pools and a measly Discipline of 5, they also come with a new Special Rule: 

Rabble

If this unit Falls Back as a result of a failed Suppression Test, it immediately assumes Open Formation. While it is in Open Formation, this unit cannot control Strategic Objectives, though it can prevent enemy units from controlling them.

At the end of this unit’s next Movement Step, it must reassume Close Formation. Any models that are unable to move within Unit Coherency are abandoned.

Alpini Rangers serve as effective support units, allowing friendly Infantry, Cavalry and Field Gun units to move unimpeded through Terrain. They also contribute a potent Ranged (Light/Heavy) attack of their own, with its Trap weapon quality enabling them to target any enemy unit that has at least one model in Difficult Terrain.

French Drop Capsules, meanwhile, can be deployed from Reserve on your turn, anywhere on the battlefield and at any point during a Round. Dynamic Entry coupled with Assault Ramp, makes for a powerful one-two punch with Disembarking units of French Legionnaires. This elite Infantry unit boasts a unique attack profile, an equal Short and Long Range on their ranged attacks (each with Devastating), ensuring they always benefit from a Short Range Combat Rating Bonus.

While the Alliance only have two Melee specialists at their disposal, they rank among some of the deadliest in the game. Destreza Bladestriders are unparalleled duellists, with Precision and a 6” Speed, and Melee Masters special rule causing any Melee attacks against them to be made with a Combat Rating Penalty. Meanwhile, Becerrillo War Dogs are a terror for Light units with their Shock weapon quality. Worse still is their All-Out Attack (2) special rule, allowing this unit to Charge, make a Melee attack, then deliver a coup de grâce with a Point Blank attack.

With no less than five Cavalry units available to the Alliance (including those mentioned above), when it comes to manoeuvrability, there is one undisputed master: Bersaglieri Outriders. With Hover and a Speed of 10”, there are few areas of the Battlefield this unit can’t reach. And paired with the Penetrating weapon quality on its Ranged (Heavy) attack, there are few deadlier tank-hunters.

The last two Cavalry units are Charette Armoured Vehicles and their variant, the Hellequin Armoured Vehicles. While their Defence of 3 is balanced out by a rather delicate Damage Limit of 1, they are nevertheless highly effective when used wisely. Charettes, much like the French Legionnaires, have equal values for the Short and Long Ranges of their Ranged (Light/Heavy) attack, meaning they pack a punch against armour and infantry alike. Conversely, Hellequins are one of the faction’s few anti-Aerial units, with both the Lock On and Turret weapon qualities.

However, the Alliance is not lacking in heavily armoured units. 

The Navarre Artillery Tank’s Ranged (Light/Heavy) attack is one of the more powerful at your disposal, with a possible 8 / 15 / 22 Attack Pool, not to mention the Seismic and Suppressive weapon qualities. The Corregedor Armoured Transport, meanwhile, is more concerned with ferrying troops safely across the battlefield, Resilient (Front) protecting its Embarked unit, while Open Top allows said unit to fire from the safety of their transport.

Providing Rotorcraft support are Globonauta Snipers and their mechanical counterparts, Avispa Gyro-Automata. Though both possess an impressive Vanguard (15”), the two fulfil very different roles on the Battlefield. Globonauta Snipers use their Soar (2”) to temporarily increase their Size, allowing them to draw Line of Sight to almost anything within 36”, with Precision ensuring Loss of an Officer and Penetrating all but guaranteeing Destroyed models. Gyro-Automata, on the other hand, are built for going On Lookout, with their Lock On and Suppressive weapon qualities making them a particular nuisance for Light targets.

But Rotorcraft aren’t the only units that dominate the skies. Indeed, the Malinois Interdictor Squadron features a brand-new weapon quality: Trail. Rather than drawing Line of Sight, this attack can be made against a single enemy unit that this squadron moved over in its Movement Step.

Last but not least are your Behemoths

The Ghent Landfortress is (quite literally!) a moving castle. Its Capacity (16) and Carrier (Cavalry) special rules make it a near-unparalleled Transport unit. And with Strongpoint, this Occupied unit will grant control of any Strategic Objective it comes near. The Valença Landship, meanwhile, gives you access to one of the most powerful attacks in the game. Effectively a building-sized cannon on treads, the starting Attack Pool of 16 for its Ranged (Light/Heavy) attack - along with Coruscating, Devastating and Siegebreaker - can make for a game-changing assault upon your opponent.

One thing you’ll notice missing from Commander units in the Alliance ORBAT is the Chain of Command special rule. This has been replaced by Inspiring (X), allowing them to remove the Suppressed status from up to X friendly units. And once we delve into the faction Battlegroups, you’ll see why this is of particular use to Alliance generals…

Battlegroups

The Alliance Faction Battlegroup showcases the faction’s flexible and eclectic unit options: 1-4 Infantry and a whopping 1-6 Cavalry, each with a single Bolster option. But it is its Commander Bonus, Unwavering Faith, that introduces a key tool in the Alliance’s arsenal: the Faithful trait. 

When a Faithful unit fails a Discipline Test during its Activation, you can select another Faithful unit that has not yet been Activated. These two units immediately become Coordinated for that Round.  Given that you can choose to voluntarily fail any Discipline Test, this can be very powerful.

The first of the Alliance’s Auxiliary Battlegroups, L’Aigles Impériaux, represents the cunning and fearsome intellect of Louis-Napoleon, with Mainstay units focusing on automata and the elite French Legionnaires. Given this, the purchase of French Drop Capsules and their Firebase variant is a no-brainer, especially given the 0-2 Armour/Fortification.

But perhaps most exciting is the unparalleled control this Battlegroup gives you over your Command & Conquest cards. With the Brilliance of the Prince-President Battlegroup Bonus, once per Round, after making a Discipline Test for a unit, you can swap your revealed card for one in your Hand, allowing you to fully curate your Hand.

The Conclave Auxiliary Battlegroup turns its attention to the limited (though no less powerful) armoured options available to the Alliance, with all three of the faction’s Armour units serving as Mainstays. But its Battlegroup Bonus is where its potency truly lies… True Devotion!

This already deadly ability is made all the more powerful by one of this Battlegroup’s Mainstay units: Avignon Mobile Chapels, and their Shrine of the Faithful special rule. This grants all friendly units within 6” the Faithful trait, from your Navarre Artillery Tanks all the way up to your Behemoths

Boons

The Alliance’s two Boons play into the faction’s strengths: speed and mitigating failure.

Once per Round, with little more than a Special Command, Last Rites (30 points) allows you to deny your opponent the chance of scoring Victory Points for Destroying a unit, from humble Infantry to even your mighty Behemoths

Meanwhile, Élan, costing 40 points, allows you to choose a single Infantry or Cavalry unit already on the battlefield to make a free Advance manoeuvre after you have deployed units from Reserve. The Alliance loves a good surgical strike, and this Boon allows for just that.


Key Strengths

Objectives are the Objective

As an Alliance General, not only do you have access to one of the best Strategic Objective campers in the game, thanks to your Ordenanza Militia’s staggeringly low Break Limit, many of your tanks also count as Cavalry, giving them the ability to hold ground. More intimidating still, even one of your Behemoths can hold a Strategic Objective, so long as it’s packed full of infantry or cavalry!

Everything, Everywhere, All At Once

With the sheer number of fast units at your disposal - not to mention French Drop Capsules delivering ranks of French Legionnaires directly into battle in the middle of any given Round - you’ll find the Alliance capable of overwhelming the enemy, splitting their firepower between disparate targets, and distracting your opponent from your true intention - and theirs!

Reversing Fortunes

Discipline Tests play a vital part in the Alliance’s strategy, allowing you to control both the battlefield and the cards in your Hand. Indeed, there are many circumstances in which it might be advantageous to fail a Discipline Test, and choosing which tests to succeed or fail can often be the key to victory. For example, succeeding on a Suppression Test might allow your unit of Ordenanza Militia to continue Controlling a Strategic Objective Marker. However, failing that same test may allow you to use your Unwavering Faith Commander Bonus, and immediately Activate another Faithful unit. Both have their uses…


Watch out for…

Squishy

With a relatively small number of Armour units at your disposal, you may often find your opponent’s dedicated Ranged (Heavy) attacks will focus their fire entirely on your artillery and your big, beautiful Behemoths. Worse still, most of your Armour units have a low Defence and high Damage Limit, making them exceedingly vulnerable to Penetrating attacks. The main solution is to use your incredible mobility to take out those heavy hunters before they can do too much damage! 

That, or to simply employ two very large rolling castles…

Maybe Being Suppressed is Bad, Actually

With an emphasis on controlling the outcome of Discipline Tests, and therefore whether your units are Suppressed, your Alliance Force balances on a razor edge. Because while your Suppressed units have more utility than those from other factions, you must be aware that this also leaves them constantly on the brink of being forced to Fall Back! This can prove particularly problematic for your mainstay Infantry, especially given the Ordenanza Militia’s Special Rule of Rabble. Is it really worth all that risk to gain two extra Attack Dice, or a double activation?

Is This Your Card…?

When it comes to cards, beware of analysis paralysis; there is such a thing as too much choice. Between balancing out potent Special Commands (such as the arrival of your French Drop Capsules), the need for high Card Values, regular Commands, and scoring Victory Points through Conquests, without careful use of Commands, you might struggle to keep up the offensive.

And it is important to note that, despite your card control, your opponent can see which revealed Command & Conquest cards go into your Hand when you take them with Brilliance of the Prince-President, and can plan accordingly. If your opponent manages to Interfere with your key Commands, you can find yourself in a dangerous situation.


Building your Force

When building a Force, the Alliance Faction Battlegroup Set gives you a great spread of units that are perfect for your first Battle-Scale Clash, as well as your choice of Behemoth unit. The Alliance Introductory Set provides a similar collection of units, perfect for building a trial Force. Similarly, the Alliance Infantry Regiment and Alliance Assault Regiment are perfect for expanding your Force. And if you feel the call of the sky, the Malinois Interdictor unit can be purchased as single models. 


Skirmish-Scale List (1,000 points)

This Force, produced by combining models from the Alliance Introductory Set and the Alliance Infantry Regiment, aims to overwhelm the enemy with fast, punchy threats. 

A core unit of Ordenanza Militia acts as an anchor from which all your other units can spread out. Two separate units of French Legionnaires can reactively deploy deep into enemy ranks, or onto Strategic Objectives via their French Drop Capsules. Meanwhile, the reinforced Charette Armoured Vehicles and Destreza Bladestriders push forward to control the midtable. Your Becerrillo War Dogs, Avispa Gyro-Automata and Bersaglieri Outriders can flank around the sides to pick off key targets, while your Alpini Rangers and Navarre Artillery Tanks cause devastation with their incredibly potent Light/Heavy attacks.

To make maximum use of these units, you’ll need to utilise your Brilliance of the Prince-President Battlegroup Bonus to always ensure you have the perfect cards in your Hand! High value cards for your Drop Capsules’ Aerial Assault special rule, Reload Command cards to keep your Navarres firing, and Reaction Fire cards to allow your Alpini Rangers to set off their Trap attacks where your opponent least expects it. 


Battle-Scale List (2,000 points)

Using the Alliance Faction Battlegroup Set and the Alliance Introductory Set, this army focuses on the Alliance’s unifying sense of faith.

The Ghent Landfortress and its Embarked Ordenanza Militia allows near guaranteed Strategic Objective control. Meanwhile, a horde of Cavalry units rocket ahead (even faster with the Élan Boon in play!), gaining the Faithful trait from the presence of nearby Avignon Mobile Chapels, allowing them to benefit from both the Unwavering Faith and True Devotion Commander Bonuses. Meanwhile, French Drop Capsules and French Drop Firebases wait in Reserve to deploy French Legionnaires and provide anti-Heavy support, respectively.

Finally, Globonauta Snipers stay hidden behind Terrain, before using Soar to float up into the sky and snipe key targets wherever they hide with their Penetrating and Precise ranged attack.


Cataclysm-Scale List (3,000 points)

Here, you will be combining the contents of two Alliance Faction Battlegroup Sets and a Malinois Interdictor box, and wielding the full strength of the Alliance by utilising all available Battlegroups! This army synthesizes the core principles of both previous example lists into one grand Force.

You’ll see familiar concepts on display: a Ghent Landfortress with Ordenanza Militia inside (this time receiving a little speed boost from the Forlorn Hope Boon), Cavalry supported by Avignon Mobile Chapels, even more French Legionnaires jumping out of Drop Capsules. This is all backed up by the enormous Coruscating heat lance of the Valença, and a smaller unit of French Legionnaires riding in Corregedor Armoured Transports, making great use of its Open Top special rule. And you can rest safe in the knowledge that your opponent will score no Victory Points from the destruction of key units, thanks to Last Rites.

Becerrillo War Dogs wait in Reserve to perform Flank Attacks, or simply run up the battlefield, while your Malinois Interdictor Squadron swoops over key targets, leaving devastation in its wake.


In Short…

The Alliance is a faction of careful and precise planning. There are all sorts of cunning and unexpected ploys you can make, from voluntarily failing Discipline Tests to carefully curating a hand of only the best Command & Conquest cards, or baiting your opponent into assaulting an apparently weak flank, only for a barrage of Drop Capsules and elite French Legionnaires to disavow them of that notion.

If you get giddy at the thought of outwitting your opponent with a dense and convoluted scheme, overrunning your opponent with waves of lightning-fast Cavalry, or just the idea of turning what should be a wholly negative status (Suppressed) into something that you actively want, well then… It might just be time to pick up a Heat Rifle and join the ranks of Prince-President Louis Napoleon-Bonaparte's most trusted.

Vive l’Alliance, mes amis. Nous sommes magnifiques.