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![[Post New]](/s/i/i.gif) 2012/12/12 04:13:38
Subject: Guard with allies
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Boom! Leman Russ Commander
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So Ive recently decided that I would drop the idea of blood angels as allies for my guard mainly because anything effective just gets pricey around 6-700pts. So ive recently started looking into other allies for guard.(I understand that most of the time its just better to have an all IG army as it is more effective that way and guard basically has everything most other armies have except good psykers).
Ive always been pretty big on fluff and the only allies that im considering are any of the SPACE MARINE CHAPTERS. I started with blood angels because I figured they would be a great assault element but I wasnt finding and good ways to take them as allies or that ive seen on this site.
I plan on having around 500pts or less for allies and it should be something at least effective. For my guard list I typically run A gunline of massed infantry backed by the heavy support of many LRBT's.
So From what Ive researched Ive found out based on some searching through this site if I wanted termies I could take belial and some termies from DA and have quite a bit of termies, If I go with BA I could get some assaulting jump units. If I go with Spacemarines it would just add to my gunline with more shooty units. If I go with space wolves I believe I could get some effective grey hunters with a rune priest in pods if i believe.
So what Im asking is what are some allied detachments that have worked for other players(space marine chapters please).
Comments welcome!
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![[Post New]](/s/i/i.gif) 2012/12/12 04:50:19
Subject: Guard with allies
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Killer Klaivex
Oceanside, CA
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I have both Guard and Blood Angels.
When I do run the BA allies, I typically take a librarian, a storm raven, 5 death company and a death company dread.
It's 525 points and kicks butt.
-Matt
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![[Post New]](/s/i/i.gif) 2012/12/12 05:45:46
Subject: Re:Guard with allies
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Battleship Captain
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The logical choice is Space Wolves.
A Rune Priest will add invaluable strengths to your blob he is attached to. Prescience, ATSKNF, Counter Attack, and 24" Psychic 4+ Nullification are huge.
Grey Hunters (Their premier troop choice) are space marines with an extra attack (thanks to bolt pistol+CCW) and counter attack; they can also double up on special weapons in 10 man squads.
Wolf Guard can be taken mix-and-match in terminator or power armor, with 100+ weapon combinations available. They're crazy good.
Rune Priest and one or two squads of Grey Hunters in Razorbacks (AC/LC) or Drop Pods are a meaty addition to a Guard list, providing much needed mobile scoring units that have some staying power. Not to mention, it will only run you a couple hundred points.
Lets just say there's a reason SW are the Ally of choice for footguard.
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![[Post New]](/s/i/i.gif) 2012/12/12 06:04:55
Subject: Guard with allies
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Calculating Commissar
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Wouldn't Jump Pack BA provide the mobility that a footguard army desperately needs?
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![[Post New]](/s/i/i.gif) 2012/12/12 06:05:12
Subject: Re:Guard with allies
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Douglas Bader
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Best allied guard options:
Best "I'm not sure what I want" choice: armored battlegroup or Elysian drop troops. What could be better than more FOC slots of the things you already love?
Best support allies: SW with rune priest(s). Best psychic defense, best psychic powers for IG, and fairly cheap. They'll make your list better at what it's already good at doing, and very efficiently.
Best killing allies: deathwing terminators. Killing power, amazing durability, and scoring, all for a very efficient point cost. The only downside is they're probably better in a mech list, where 2+ saves help with target saturation against anti-vehicle weapons, while the durable scoring unit side is most useful in a veteran-based list that is likely to get its fragile troops killed delivering melta and plasma.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2012/12/12 06:14:25
Subject: Re:Guard with allies
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Nasty Nob on Warbike with Klaw
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Peregrine wrote:Best allied guard options:
Best support allies: SW with rune priest(s). Best psychic defense, best psychic powers for IG, and fairly cheap. They'll make your list better at what it's already good at doing, and very efficiently.
Best killing allies: deathwing terminators. Killing power, amazing durability, and scoring, all for a very efficient point cost. The only downside is they're probably better in a mech list, where 2+ saves help with target saturation against anti-vehicle weapons, while the durable scoring unit side is most useful in a veteran-based list that is likely to get its fragile troops killed delivering melta and plasma.
I agree with both.
As far as I can discern from what the OP is running. It sounds like the Runepriest/ GH's might be the way to go.
Something like a RP and 2x10 man GH squads (with SW's) is right under 500 pts. Depending on upgrades/transports etc.
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![[Post New]](/s/i/i.gif) 2012/12/12 06:18:38
Subject: Guard with allies
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Battleship Captain
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Happygrunt wrote:Wouldn't Jump Pack BA provide the mobility that a footguard army desperately needs?
Not enough dakka. Nor can the BA dex counter-attack and 24" 4+ Psychic Power denial from Rune Priests.
Yes, Jump Pack BA provide mobility, but everything else is better covered by SW.
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![[Post New]](/s/i/i.gif) 2012/12/12 06:28:58
Subject: Guard with allies
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Calculating Commissar
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TheCaptain wrote: Happygrunt wrote:Wouldn't Jump Pack BA provide the mobility that a footguard army desperately needs?
Not enough dakka. Nor can the BA dex counter-attack and 24" 4+ Psychic Power denial from Rune Priests.
Yes, Jump Pack BA provide mobility, but everything else is better covered by SW.
Now if only I could stand the SW codex, I might try IG+ SW.
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![[Post New]](/s/i/i.gif) 2012/12/12 06:38:32
Subject: Guard with allies
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Decrepit Dakkanaut
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For 540 points, you can take vanilla marines:
Master of the Forge
10x tac squad - meltagun, multimelta, combi-melta, drop pod
10x tac squad - meltagun, multimelta, combi-melta, drop pod
This way you get to dump a fair number of relatively durable scoring units on something with the safety and accuracy of a drop pod assault. This kind of mobility would be good for guard.
Plus, you know that aegis? Look what just got reinforced.
Why, yes, my camo-netting russes DO get a 2+ cover save, thank you.
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![[Post New]](/s/i/i.gif) 2012/12/12 07:51:00
Subject: Guard with allies
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Douglas Bader
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Ailaros wrote:Master of the Forge
10x tac squad - meltagun, multimelta, combi-melta, drop pod
10x tac squad - meltagun, multimelta, combi-melta, drop pod
Why would you want to do that? You already have melta stormtroopers in your own codex, while SW can bring better double-melta squads in drop pods and an HQ that isn't garbage.
Plus, you know that aegis? Look what just got reinforced.
Doesn't work. You can only give the bonus to a ruin, and an aegis line isn't a ruin.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2012/12/12 07:51:08
Subject: Re:Guard with allies
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Boom! Leman Russ Commander
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Thanks for the great feed back! Yes BA have disappointed me as allies and anytime I thought about taking them I just couldnt muster myself to do so.
When I was browsing the forums I saw wolf allies and it was a rune priest, 2 10man grey hunter units in pods if I recall, 1 squad with flamers and the other with melta guns. Those grey hunter units would give me an accurate drop like stormies but they have a bigger and stronger unit. The rune priest would fit in perfectly with my blob as I usually have 1 running up and 1 sitting back firing.
DA seemed like they would be good but deepstriking them in would seem to get them focused on and killed and I feel itd be to risky to foot slodge them up the board.
That vanilla marine idea with the line and pods is actually very interesting and I will take into consideration as its around the point limit and can be very effective.
Now how are grey hunters equiped as I dont have the dex and would like to try and figure out some good allies before I jump into a failed commitment like my BA lol. Like are they assault units or do they have shooting potential, I saw someone mentioned they have CCW and pistol and I know that in groups of 10 you can have 2 special weapons, I would assume these are the standard troops of space wolves?
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![[Post New]](/s/i/i.gif) 2012/12/12 07:56:02
Subject: Re:Guard with allies
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Battleship Captain
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tankboy145 wrote:
Now how are grey hunters equiped as I dont have the dex and would like to try and figure out some good allies before I jump into a failed commitment like my BA lol. Like are they assault units or do they have shooting potential, I saw someone mentioned they have CCW and pistol and I know that in groups of 10 you can have 2 special weapons, I would assume these are the standard troops of space wolves?
Think of them as Marines+
They're everything SM should be. They can double special weapons, they have counter attack, and have BP+ CCW, making them more viable in combat.
One Flamer, and one Melta squad seem pretty solid, and you'll be rocking two of them in each squad respectively, giving you that extra oomph to get the job done.
So like Marines, they're a jack-of-all-trades unit that can be used as a multitool (though can be better tasked with double special weapons). They're not shooting beasts, not CC beasts, but they're pretty darn good at both for what you pay for.
And yes, they're the "good" SW troop choice.
Additionally, you mentioned you have two blobs, a shooty and a mobile. I suggest the rune-priest stick it in the mobile one; it's where he'll be most useful. Said blob will be the one facing the brunt of psychic powers, as well as taking the most lead checks, as well as benefiting most from Prescience (in shooting and melee). Not to mention counter attack. This blob would benefit hugely from Al'rahem's ability to outflank them. I'd check that out; makes their arrival much safer. That way they won't be getting shot to bits as they walk up the board.
Backfield blob should have a vox (to ensure BiD and GBitF) and maybe a commissar to keep them from getting swept as easily.
Or you could bring two rune priests; giving both blobs awesome powers, ATSKNF and 75% chance to hit whatever they shoot/punch/yell-at. Not a bad idea at all.
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This message was edited 2 times. Last update was at 2012/12/12 08:00:33
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![[Post New]](/s/i/i.gif) 2012/12/12 13:22:55
Subject: Guard with allies
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Junior Officer with Laspistol
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+1 for SWs. They're pretty nasty when combined with guard.
I've started to move towards mech guard (yay ebay!) and SWs don't feel like they fit so well with that.
They really compliment gun-line best in my opinion. They add manoeuvrability (drop pods), great ability to hold forward objectives with relatively resilient troops, and the amazing RP.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2012/12/12 13:26:29
Subject: Re:Guard with allies
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Boom! Leman Russ Commander
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Yea those are some beast sounding marines. Ive also ssen people use some kinda banner as well with them is that anything of importance, what does it do?
I think im sold on the double drop pod strategy, mainly because they allies actually have the power to do damage and benefit my troops as well. It will also be the first time I take a psyker so for a little more help do I take big book powers or codex power for the rune priest and if BRB power what chart do I choose to roll on?
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![[Post New]](/s/i/i.gif) 2012/12/12 13:49:57
Subject: Guard with allies
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Liche Priest Hierophant
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Big squad of guards and a blood priest to give them feel no pain and furius charge. I do not se what is so wrong with that?
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![[Post New]](/s/i/i.gif) 2012/12/12 14:08:53
Subject: Guard with allies
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Junior Officer with Laspistol
Manchester, UK
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Niiai wrote:Big squad of guards and a blood priest to give them feel no pain and furius charge. I do not se what is so wrong with that?
I think that feel no pain only works on BA units.
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This message was edited 1 time. Last update was at 2012/12/12 16:55:50
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![[Post New]](/s/i/i.gif) 2012/12/12 17:33:19
Subject: Guard with allies
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Battleship Captain
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Trickstick wrote: Niiai wrote:Big squad of guards and a blood priest to give them feel no pain and furius charge. I do not se what is so wrong with that?
I think that feel no pain only works on BA units.
And guard shouldn't be "furiously charging" anything. Automatically Appended Next Post: tankboy145 wrote: It will also be the first time I take a psyker so for a little more help do I take big book powers or codex power for the rune priest and if BRB power what chart do I choose to roll on?
You'll want to take Divination.
The Rune Priest gets to roll two psychic powers at Mastery 1, so toss those two dice, and whichever one is crap, exchange it for the primaris power "Prescience". Lets you reroll hits in CC/Shooting in your and the following opponent turn. This is pretty much all you will use, unless you roll a good power on your second die. Even then, the second power will only be used in rare situations.
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This message was edited 1 time. Last update was at 2012/12/12 17:35:09
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![[Post New]](/s/i/i.gif) 2012/12/12 17:39:45
Subject: Guard with allies
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Junior Officer with Laspistol
Manchester, UK
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TheCaptain wrote:The Rune Priest gets to roll two psychic powers at Mastery 1, so toss those two dice, and whichever one is crap, exchange it for the primaris power "Prescience". Lets you reroll hits in CC/Shooting in your and the following opponent turn. This is pretty much all you will use, unless you roll a good power on your second die. Even then, the second power will only be used in rare situations.
Don't you have to roll one die, decide to keep/swap, and then roll the second die? Slightly more restricting than rolling both and deciding which one to swap.
As for allies, I would use armoured battle group. Best way to shove more tanks into your force, and tanks are nice.
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![[Post New]](/s/i/i.gif) 2012/12/12 17:41:49
Subject: Guard with allies
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Battleship Captain
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Trickstick wrote: TheCaptain wrote:The Rune Priest gets to roll two psychic powers at Mastery 1, so toss those two dice, and whichever one is crap, exchange it for the primaris power "Prescience". Lets you reroll hits in CC/Shooting in your and the following opponent turn. This is pretty much all you will use, unless you roll a good power on your second die. Even then, the second power will only be used in rare situations.
Don't you have to roll one die, decide to keep/swap, and then roll the second die? Slightly more restricting than rolling both and deciding which one to swap.
Honestly, not sure. If this is the case; roll the first one, and unless it is absolute gold, make it prescience. Then roll the second one, pocket it, and you'll probably never use it anyways.
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![[Post New]](/s/i/i.gif) 2012/12/12 17:50:12
Subject: Guard with allies
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Terminator with Assault Cannon
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Trickstick wrote:Don't you have to roll one die, decide to keep/swap, and then roll the second die? Slightly more restricting than rolling both and deciding which one to swap.
Yes, this is correct.
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![[Post New]](/s/i/i.gif) 2012/12/12 18:48:18
Subject: Re:Guard with allies
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Boom! Leman Russ Commander
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Personally I would go with the Armored battle group for the tanks but no one uses forgeworld where I play, Ive never asked to be honest so I will give it a shot the next time I go up, and I dont have the IA book for it.
Also the priest for BA only give the FNP and charging to codex BA and as others mentioned you dont really want to be charging with guarsmen anyways.
I assume the wold standard for the grey hunters gives them furious charge or something line that?
So Ive pretty much set my SW detachment at being the rune priest who will support the line and move up with blobs, and I would then use 2 squads of 10 grey hunters. 1 squad for sure will have 2 melta guns and the other will probably have melta guns but if my opponent has some squishy infantry the second squad will have flamers. And both grey hunter units will be in pods.
I sometimes will experiment with a mech/russ heavy list and I think I would still keep the grey hunters in a pod.
Thanks for the Comments on this thread, last time I posted about BA and didnt get the greatest feedback and now I got some pieces I dont need or are great lol.
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![[Post New]](/s/i/i.gif) 2012/12/12 18:54:02
Subject: Re:Guard with allies
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Junior Officer with Laspistol
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tankboy145 wrote: I assume the wold standard for the grey hunters gives them furious charge or something line that? No, I feel dirty filling the role of a codex (get one!) but you activate it in the shooting phase, and it lets you re-roll all ones in the assault phase. Over-watch, to hit, to wound, armour saves, LoS! rolls, whatever, every single 1. Only one use though. Pretty awesome for 10pts. You rarely want to charge with Space Wolves. Try to goad the enemy to charge you - that way you get over-watch and counter attack. I've had my GHs assaulted by vanilla assault marines and they just beat them off while the assault marines run off the table with 3d6 fall back. Obviously that won't work against tau or guard, since they'll never charge you...
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This message was edited 1 time. Last update was at 2012/12/12 18:55:44
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2012/12/13 05:37:53
Subject: Re:Guard with allies
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Boom! Leman Russ Commander
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Yea thats what I figured because that counter charge and overwatch would be great, especially after a turn of my guys shooting.
And as I mentioned I would like to find out as much about the guys as I could before buying them because I am at a loss with these blood angels units, but! this spacewolves detachment sounds very effective and Im fairly pleased!
So with the grey hunter squads is it better to just have both squads with 2 melta guns each? and is that wolf standard worth taking? Both squads will be in drop pods and the rune priest will do what he does best with my line.
I also noticed those elite wolf cavalry units, those any good at all?
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![[Post New]](/s/i/i.gif) 2012/12/13 20:16:12
Subject: Re:Guard with allies
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Junior Officer with Laspistol
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tankboy145 wrote: So with the grey hunter squads is it better to just have both squads with 2 melta guns each? and is that wolf standard worth taking? Both squads will be in drop pods and the rune priest will do what he does best with my line. I also noticed those elite wolf cavalry units, those any good at all? That depends on the rest of your list. Mine doesn't lack cheap melta or anti-tank, so I have GHs with 2 plasma guns and use them as an alpha strike against a pretty scary unit. Try to wipe them out, or at least severely damage them before they do too much. With the drop pod, it's very easy to catch them out of cover too, and goad them into assaulting you if you don't kill them off. The Thunderwolf Cav are FA, yeah they're good...I just wouldn't touch them in a Guard list. They get very expensive fast, and are the kind of unit it's better to design your list around due to their potential and their cost (strength 10 thunder hammers and T:5 with 2 wounds is pretty scary but with a SS it adds up to 100pts per model >.>;; ) If you want SW, stick with the options that will really help guard. Tough scoring units, prescience and psychic defence. It also might swing you to know that for an elites choice you can take 3 wolf guard in PA with combi meltas and a drop pod for 104pts. That's 1 point less than suicide melta stormies and one more melta shot. It also means you can decide if you want the melta suicide on turn one or the GHs with plasma or melta or flamer on turn one due to having 2 pods.
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This message was edited 2 times. Last update was at 2012/12/13 20:16:43
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2012/12/13 22:39:55
Subject: Re:Guard with allies
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Boom! Leman Russ Commander
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Yea my list lacks melta and I believe I have enough blast with Russes to deal with infantry, and I have mild plasma around the list So melta wound be most effective to replace stromies but that plasma could drop monstrous creatures or blast squads apart very quickly and as you mentioned help in making the opponent charge them.
The wolf cav sounds great! but I figured that they could get expensive and it would be best to have them for a SW list as that would be the better route.
I had no idea of the wolf guard, I figured those were there termies but I didnt know they could take PA and have combi meltas...Hmmm I think I sold with the Wolves.
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![[Post New]](/s/i/i.gif) 2012/12/14 14:29:50
Subject: Guard with allies
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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If it had to be SM, I'd take:
Librarian,
Sternguard in a drop pod,
Tact squad in a Rhino
Or Scouts for outflank onto objectives
Otherwise, Eldar. Because if IG are static, Eldar are very mobile.
Farseer to get WoW and Fortune, Guide or Doom
GJB squad for last-turn objectives
or Pathfinders for their AP1 sniping
War walker squadron with SC (cheap) or SL (shooty)
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This message was edited 2 times. Last update was at 2012/12/14 14:34:06
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![[Post New]](/s/i/i.gif) 2012/12/14 15:59:44
Subject: Guard with allies
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Power-Hungry Cultist of Tzeentch
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The standard unit you need to bring is an issue for all types of Space Marines allied to IG. As IG, you want to ally in mobile scoring units. The only choice I found useful are 10 Marines in a Droppod. All other optionsseem to be a waste of points that could have been better spend on more IG.
Which SM faction you want depends solely on the HQ choice. A SW Rune Priest will do good things, as stated by others above. I also like the basic SM Libby with Gate and Null Zone. Put him in a blob and gate into your opponent's grill whenever you feel like it. Null Zone can be a game changer against certain builds that IG tend to struggle with.
My favorite choice is Khan. I put him in a 50 man blob that is tooled up with E-Axes and grenades. With Khan and a Primaris, that blob becomes the IG version of a Deathstar.
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This message was edited 1 time. Last update was at 2012/12/14 16:07:03
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![[Post New]](/s/i/i.gif) 2012/12/14 16:16:29
Subject: Guard with allies
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Rough Rider with Boomstick
Places
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I'm going to piggy back if you don't mind , I take mech guard , what allies would be best?
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Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y
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![[Post New]](/s/i/i.gif) 2012/12/14 16:24:11
Subject: Guard with allies
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Battleship Captain
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Kasrkin229 wrote:I'm going to piggy back if you don't mind , I take mech guard , what allies would be best?
How much artillery are you packing?
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![[Post New]](/s/i/i.gif) 2012/12/14 16:27:04
Subject: Guard with allies
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Junior Officer with Laspistol
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I don't feel like mech guard benefit from allies. Or at least I've not thought of a niché allies can fill in a mech list.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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