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![[Post New]](/s/i/i.gif) 2015/01/07 15:31:34
Subject: Traitor Guard Question?
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Prospector with Steamdrill
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I have a CSM army, and I may soon come into some Astra Militarium (IG to everyone not getting with the Copywrite horsegak), and from looking at 7th ed allies chart, it looks as though the AM is now Imperium and therefore a Come The Apocalypse ally, so unusable really. I'm sure as feth not going to deploy them both on the field and cram each one up a table edge. That's fething ridiculous. Is there a way around this? Or should I give up on my Traitor Guard dreams once and for all?
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![[Post New]](/s/i/i.gif) 2015/01/07 15:43:21
Subject: Re:Traitor Guard Question?
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Prescient Cryptek of Eternity
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You just have to deploy them at least 12" away from each other. You don't have to line them up on either table edge. That's being a little dramatic. Once you start playing, you just need to keep them at least 6" away from each other, or something potentially bad can happen.
You might want to look into Forgeworld books. I believe one of the more recent ones has a Chaosy Cultist/Guard list that you could use. I'm not really up on Chaos though, so I don't remember the name.
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![[Post New]](/s/i/i.gif) 2015/01/07 15:47:34
Subject: Traitor Guard Question?
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Nasty Nob on Warbike with Klaw
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Imperial Armour 13
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![[Post New]](/s/i/i.gif) 2015/01/07 15:49:09
Subject: Re:Traitor Guard Question?
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Rough Rider with Boomstick
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What they said, if I remember correctly Forge wWrld offered rules for Traitor Guard.
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You say Fiery Crash! I say Dynamic Entry!
*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. |
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![[Post New]](/s/i/i.gif) 2015/01/07 19:48:20
Subject: Re:Traitor Guard Question?
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Prospector with Steamdrill
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Thanks guys. That really helps. FW, the answer to all our prayers. I sure as Hell am not going to field an army made up of two forces that can't come within 6" of each other. That would make pools of guardsmen worthless to my zerkers. And, more importantly, without measuring constantly for that 6" might end in some kind of gorey mash-up that I don't need.
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![[Post New]](/s/i/i.gif) 2015/01/07 23:11:38
Subject: Traitor Guard Question?
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Frenzied Berserker Terminator
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Yeah, definitely get IA13. The Renegades and Heretics list is extremely flexible and can make them into "almost guard" for very cheap. They'll have worse armor saves (unless your warlord comes from the same detachment and buys a particular upgrade) and won't have orders, but they're ridiculously cheap.
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![[Post New]](/s/i/i.gif) 2015/01/08 15:53:46
Subject: Traitor Guard Question?
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Devious Space Marine dedicated to Tzeentch
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Cheexsta wrote:Yeah, definitely get IA13. The Renegades and Heretics list is extremely flexible and can make them into "almost guard" for very cheap. They'll have worse armor saves (unless your warlord comes from the same detachment and buys a particular upgrade) and won't have orders, but they're ridiculously cheap.
And don't forget they can field ludicrous amounts of artillery
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12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) |
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![[Post New]](/s/i/i.gif) 2015/01/09 18:55:38
Subject: Traitor Guard Question?
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Dakka Veteran
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If I had the choice between IA:13's Renegades & Heretics and having the Astra Militarum Codex as Allies of Convenience, I'd be pretty torn, but would probably end up with R&H.
Being Battle Bros they can join each other's units, give each other buffs if needed etc. which can be useful.
Cheaper artillery is also great, as I personally love my thudd guns to bits.
You lose the ability to give orders, so no Ignore-Cover Lascannons/Earthshaker batteries fun, but there are so many possibilities and combinations you gain.
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