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Made in us
Guard Heavy Weapon Crewman





SSIA...

Been playing with the idea of bring an allied detachment from The Inquisition, Dark Angels or Space Wolves.

Mainly looking to add mobility and/or close combat prowess, but I'm open to any and all suggestions. Would love to hear everyone else's thoughts.

This message was edited 1 time. Last update was at 2014/11/12 19:36:53


Only the artist, not the fool.. Discovers that which nature hides...  
   
Made in gb
Pauper with Promise




inquisition are a fun army, but dont really work well with guard, because theyre so similar. Wolves are the one most people use, but dark angels are a perfectly valid choice. personally i would use wolves, but thats just me

Coteaz is still less cheesy than Mat Ward
Armies:
Grey Knights
Eldar
Inquisition
Militarum Tempestus
Dark Eldar 
   
Made in us
Lone Wolf Sentinel Pilot






Taghmata Omnissiah :3
   
Made in us
Guard Heavy Weapon Crewman





monte wrote:
inquisition are a fun army, but dont really work well with guard, because theyre so similar. Wolves are the one most people use, but dark angels are a perfectly valid choice. personally i would use wolves, but thats just me


Appreciate the input. Also looking pretty hard at Grey Knights since I'm fighting Chaos this weekend and should be seeing some Daemons.

Only the artist, not the fool.. Discovers that which nature hides...  
   
Made in us
Regular Dakkanaut




Atlanta

I hear Necrons are pretty good. You should try them.
   
Made in ru
!!Goffik Rocker!!






monte wrote:
inquisition are a fun army, but dont really work well with guard, because theyre so similar. Wolves are the one most people use, but dark angels are a perfectly valid choice. personally i would use wolves, but thats just me


Xeno inquisitor with a scout move book + nades and probably prescience is nothing to sniff at for the blob. Get a 50-strong squad, buy a few power axes, krak nades and someone like Azrael for 4++ and you've got a blob of death that can steamroll stuff in mellee like no tomorrow.

That's actually a whole new tactical direction for IG.

This message was edited 3 times. Last update was at 2014/11/13 10:57:31


 
   
Made in us
Infiltrating Broodlord





Oklahoma City

The Addy Lance. All the "elite" you'll ever need for your blobs of worthless mooks. IG brings the bodies and the AA, Knights stomp everything else on the board.

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Made in gb
Is 'Eavy Metal Calling?





UK

I think there's always room for an Inquisition detachment. Not only is an Inquisitor a good buffing unit with Psychic Power, Grenades and Stubborn on Ld10 (basically combining a slighty less reliable but better-statted Commissar, and a Primaris Psyker), but the Henchman slots can bring some nice plug-and-play counter-units.

A DCA/Crusader/Priest squad makes a nice CC deterrent for about 200 points, a Servitor/Monkey/Plasacolyte squad brings nice concentrated firepower (in an un-nerfed Chimera if that's your style), and for 10 points per squad you can be adding an extra Warp Charge/Psychic Shriek.

SM allies of any kind bring a lot to the table, SW for aggression, DA for buffs and line-holding, and SM for a Drop Pod Assault. GK bring psychic potential, lots of aggression and a great MC. BA, pending the new codex, brings assault potential and speed for Malestrom missions.

I think SoB also have quite a bit to offer, but model availability would be an issue there.

Knights are great, basically you can just plug them in and add some tremendous firepower and durability.

 
   
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Hellish Haemonculus






Boskydell, IL

Drop Pod Marines. My psykers can still affect each other, and the Marines can drop in downfield while my IG artillery fires away unmolested, since the enemy has closer and more immediate concerns. If I go with MT, they can Deep Strike off my locator beacons as well.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Guard Heavy Weapon Crewman





 Paradigm wrote:
I think there's always room for an Inquisition detachment. Not only is an Inquisitor a good buffing unit with Psychic Power, Grenades and Stubborn on Ld10 (basically combining a slighty less reliable but better-statted Commissar, and a Primaris Psyker), but the Henchman slots can bring some nice plug-and-play counter-units.

A DCA/Crusader/Priest squad makes a nice CC deterrent for about 200 points, a Servitor/Monkey/Plasacolyte squad brings nice concentrated firepower (in an un-nerfed Chimera if that's your style), and for 10 points per squad you can be adding an extra Warp Charge/Psychic Shriek.

SM allies of any kind bring a lot to the table, SW for aggression, DA for buffs and line-holding, and SM for a Drop Pod Assault. GK bring psychic potential, lots of aggression and a great MC. BA, pending the new codex, brings assault potential and speed for Malestrom missions.

I think SoB also have quite a bit to offer, but model availability would be an issue there.

Knights are great, basically you can just plug them in and add some tremendous firepower and durability.


Thanks for the breakdown. Getting really excited about trying these out.

GK seem to make the most sense against CSM and Chaos Daemons.

DA would be ideal for any game where I'm looking to bubble wrap Pask and his squad to ensure I can rain death. That 50-man squad of Fearless conscripts sounds deadly.

I haven't had a chance to dig into the SW or BA codex but I'm liking what I'm hearing. SW appear to be the best solution for lack of mobility... Also heard that I should check out White Scars. I've been getting clobbered in CC so I'm really interested in the units that can bring the hurt in assault. The Inquisition combo you mention looks awesome and I've been pouring over the GK options (since I'm playing Chaos this weekend). Force weapons FTW.

Only the artist, not the fool.. Discovers that which nature hides...  
   
Made in us
Regular Dakkanaut




Atlanta

Also if you take SW you can take a drop pod as a fast attack choice then put your own guys in it. Someone correct me if I'm wrong on that as I've not read the codex.
   
 
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