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Made in us
Regular Dakkanaut






Hey guys, I seem to have lost my Space Wolves codex yesterday... am trying to work on an army list now though, so I can get some building and painting done, so my question is can a Space Wolves army take allies like Daemonhunters and Witchunters?

Is there any mentioned conflict with the one HQ per 750 pts?  With the ability to have one per 750 points, it seems to me like Space Wolves at 3k has a nice access to several allies, so my second question is:

Is there anything saying you can't include more than one group of allies in an army?  Can an army have both a Witchunters inquisitor and a Daemonhunters inquisitor, as well as Kroot Mercenaries?  Talk about a janky list...

And God said unto Abraham, "Take this mighty bolter, my son, and smite thy enemies from afar. Fear not, Emperor protects..er, I mean, well, youknowwhatImean." 
   
Made in us
Regular Dakkanaut




In general, rules for allies are found in the codex/rules for the allying force, not the force that you wish to add allies to (i.e., Space Wolves in this case).

To answer your questions, though:

1. Yes, SWs can take Daemonhunters and Witchhunters as allies.

2. As you might imagine, the interaction between allies and the Space Wolves HQ rules is not specifically addressed anywhere. However, allied rules require that "compulsory" choices must be taken from the parent list. I think it is fair to say that the HQ choices required for Space Wolves armies by army size qualify as compulsory, meaning that you will NOT be able to take any allied HQ units.

3. Multiple allies are again described in the rules for the allied force. WHs and DHs can be allied with forces that also include the other Inquisitorial force as an ally, but may not be taken along with any other allies (i.e., Kroot Mercs).

"I didn't say I was ATTACKING the Umber Hulk. I said I was THINKING about it." -- Jimbo Jones as one of "The 12 Types of Fantasy Gamers" in "Comic Book Guy's Book of Pop Culture" 
   
Made in us
Regular Dakkanaut






If we were to assume all SW HQs are compulsory, can one take an elites inquisitor from Daemonhunters then take an elites assassin from Witchunters, both as allies, following a rather roundabout route of opening the door for an assassin in the army?

And God said unto Abraham, "Take this mighty bolter, my son, and smite thy enemies from afar. Fear not, Emperor protects..er, I mean, well, youknowwhatImean." 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

No, because if you check the DH/WH codex, you're only allowed one Elite choice as an ally.

This is the big limiter on assassins in marine armies for the last few years (before that they were common as dirt), because taking an Inquisitor Lord with mandatory retinue basically doubles the cost of the assassin. If you could take two Elite choices, you could just spend 20pts on a naked inquisitor (or 50 for one with a Psycannon), and the herds of Callidus assassins would once more roam the plains of 40k.

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Made in us
Boom! Leman Russ Commander






Posted By Mannahnin on 03/12/2007 5:12 AM
No, because if you check the DH/WH codex, you're only allowed one Elite choice as an ally.

This is the big limiter on assassins in marine armies for the last few years (before that they were common as dirt), because taking an Inquisitor Lord with mandatory retinue basically doubles the cost of the assassin. If you could take two Elite choices, you could just spend 20pts on a naked inquisitor (or 50 for one with a Psycannon), and the herds of Callidus assassins would once more roam the plains of 40k.
You can make a good antipersonnel Dev squad with the Inq Lord and some servitors...throw in the Emperor's Tarot and some Mystics and that unit is hot...can let any of the marine ( sic Whirlwinds) fire on anything deepstriking or being summoned in.


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Fixture of Dakka





Denison, Iowa

Actaully, you are allowed one choice from EACH of the witchhunter and deamon hunter codexes. That means you can have a witchhunter inquisitor, and a deamon hunter assassin.
   
Made in us
Regular Dakkanaut




Cuda1179 is correct... by the RAW, assassins simply require an in Inquistor, not necessarily one from its own list.  Some will take exception to this, however.  It's a slippery slope to using your opponent's teleport homers, etc...

 

 


"I didn't say I was ATTACKING the Umber Hulk. I said I was THINKING about it." -- Jimbo Jones as one of "The 12 Types of Fantasy Gamers" in "Comic Book Guy's Book of Pop Culture" 
   
Made in us
Fixture of Dakka





Denison, Iowa

while it is a bit a rules lawyering it is about the only thing that makes assassins worth their points these days. When they lost their independent character status it REALLY hurt them, did they really need to be assigned an Inquisitor Lord too?
   
Made in us
Agile Revenant Titan




Florida

It is rules lawyering and that's pretty much why folks will have issue with it. If your group is fine with that line of logic, fair game. You should really discuss it first before trying it, unless you like midgame arguements or lots of backhanded comments.

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