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Made in us
Hardened Veteran Guardsman




Greensboro, NC

I play CSM. I've always wanted a punisher in my army. (afaik, leman russ is the only thing that has this gun, is this correct?) Now I get to do that. Hooray. However, I have a few questions. I know I MUST have a troop and an HQ in order to unlock the leman russ.

1) I'm thinking about a Techpriest Enginseer as my hq. It's cheap points, can fix my vehicles, better save than most IG (power armor), gets an extra s8 hit. The question here, is in the IGcodex it says "Techpriest Enginseers do not use up any of the force organization chart selections, but are otherwise treated as separate hq units". Will this let them count as the one mandatory HQ for allies?

2) Troops. I'm thinking either a heavy weapons squad, or special weapons squad.

If I go heavy, I'll either keep the mortars, or go autocannon, missile launcher. I'm leaning towards autocannons, because I need more long range firepower in my army, but then again, missiles are good too, but they're more expensive. They get 2 wounds, but at T3 they're easy to instant death.

If I go special, I'm thinking grenade launchers, but then again, snipers are supposedly being buffed, so that's an option. There are twice as many of them for roughly the same points as heavy, but with only 1 wound each. Same total wounds in each squad, but the benefit here is there are 3 meatshield dudes, so my 3 special weapons cant get instant deathed like the heavies.

Right now I'm leaning towards autocanons heavy weapons team.
The big question is what comes in one box of heavy weapons team? Does it come with 3 autocannons for me to use? I dont want to spend money buying more boxes than I have to on a cheap unit that I'm really only getting to unlock a leman russ

3) Is knight commander pask worth the 50 points? The tank will get +1BS and if the tank doesnt move it gets +1 to its armor pen rolls ( and reroll to wound MCs... but I dont face many MCs currently). It sounds pretty good to me, but I'm not sure if it sounds 50 points good or not.

Thanks for reading and replying
   
Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

While I'm not going to be replying to to much of the rest of your post, note that Allies has been confirmed for only 2000 Points+. If you don't play at that level, you might as well forget about it. On another note, the Punisher Cannon almost never makes it's points up.

Edit: Personally I would go:

CCS - Missile Launcher + MoO
Veteran - 3 Meltas - Chimera
Punisher - No Pask (If you REALLY wanted Punisher. Otherwise standard LRBT.)

Total Points: ~430 Points w/ Upgrades

Edit edit: For troops you cannot bring Heavy Weapons or Specialist Weapons by themselves. You have to bring a Platoon, so your list would be like this:

Techpriest (You can use this as an HQ. Typically they have been lack-luster for me.)
PCS
IS
IS
Heavy Weapons or Specialist
Punisher

Rough Point Cost: ~440 before upgrades

i.e. Pretty Pricy.

This message was edited 6 times. Last update was at 2012/06/29 20:34:23


 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Phragonist wrote:1) I'm thinking about a Techpriest Enginseer as my hq. It's cheap points, can fix my vehicles, better save than most IG (power armor), gets an extra s8 hit. The question here, is in the IGcodex it says "Techpriest Enginseers do not use up any of the force organization chart selections, but are otherwise treated as separate hq units". Will this let them count as the one mandatory HQ for allies?

Under current 5th rules the Techpriest can be the mandatory HQ. This may change.

2) Troops. I'm thinking either a heavy weapons squad, or special weapons squad.

If I go heavy, I'll either keep the mortars, or go autocannon, missile launcher. I'm leaning towards autocannons, because I need more long range firepower in my army, but then again, missiles are good too, but they're more expensive. They get 2 wounds, but at T3 they're easy to instant death.

If I go special, I'm thinking grenade launchers, but then again, snipers are supposedly being buffed, so that's an option. There are twice as many of them for roughly the same points as heavy, but with only 1 wound each. Same total wounds in each squad, but the benefit here is there are 3 meatshield dudes, so my 3 special weapons cant get instant deathed like the heavies.

Special and heavy weapon squads must be bought as part of an infantry platoon, they can't be purchased by themselves. You'll really need to pick up the 'guard codex if you plan to use them.

Right now I'm leaning towards autocanons heavy weapons team.
The big question is what comes in one box of heavy weapons team? Does it come with 3 autocannons for me to use? I dont want to spend money buying more boxes than I have to on a cheap unit that I'm really only getting to unlock a leman russ

Yes there are 3 autocannons in the box. And 3 of every other option.
   
Made in gb
Hardened Veteran Guardsman





Just to say, if you have no problem using IA rules, the imperial navy vulture can have a twin-linked Punisher cannon, which could be an alternative.

Oh and its been FAQed - Priests and Techpreist can no longer fill the imperial guard's mandatory HQ slot

This message was edited 1 time. Last update was at 2012/06/30 15:51:47


 
   
Made in gb
Servoarm Flailing Magos





FAQ states techpriests cannot be compulsary HQ

Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
 
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