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Imperial Guard allies?


irwit

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Hi all

 

Im thinking of some ideas for a new army and one thing that I quite like the idea of is an imperial guard allied detachment or Imperial Guard with GK attachment (whichever would work best).  

 

Basically what i am thinking is lots of hidden artillery hidden way back using servo skulls to help scatter (Codex:I)  followed by deep striking grey knights to help where needed in middle turns.  I see this as a good balance as GKs suffer from movement and getting in range and also being shot to pieces before doing anything.   This way your GKs are protected from first couple of rounds of shooting and are then placed where needed.  Also your opponent has to come to you which helps even more with all your hidden artillery.  

 

What does everyone think? 

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Okay, so I have the codex now. Gonna do a quick rundown, based on whether it has stuff we want:

 

HQ:

 

CCS went up in points, the new Orders are nice but they only affect IG infantry. Probably more suited towards an actual IG army. 

 

Yarrick and Lord Commissars are again better suited to supporting IG in a primary list. 

 

Tank Commander is a HQ, Pask is a further upgrade to him. Pask is insanely powerful now. Given our real glaring weakness is long-range anti-tank, a Vanquisher with him and then two Russes in his squadron with battle cannons is a pretty good deal. 

 

Priests are pretty cool, attachable 'Hatred' and war hymns. Sadly AoC though, so they're only buffing IG units. 

 

Primaris Psykers are amazing. They are replacing Inquisitors for my cheap 'Divination' or 'Biomancy' needs. For the cost of a DK's teleporter, you get a Mastery 2 psyker. That's pretty sweet. Ld9 is a pain, but there is a reason they're so cheap, and 9 is still pretty reliable. 

 

Elites:

 

Ogryns went up in price, because...reasons?

 

Bullgryns are hilarious. For 5pts more they get carapace armour, a small blast bolt pistol, and a shield that puts them up to a 3+ armour save. You can give them brute shields and power mauls as a swap out, but it costs as much as a plasma pistol each (you might as well take Paladins at that point). The brute shield does give them a 5+ invul, but eh. T5 means they're Riptide immune and Heldrake immune, 3 wounds each is lel. I'm wondering how pairing them up with Inquisitors will work out. 

 

Wrdyvane is more psychic powers, they don't have their unique ones anymore. Biomancy and Divination, so they're a pretty good buff machine. I feel like they're too easily murdered though, I prefer taking Primaris as you can hide them in squads and attach them where needed (Divination and Biomancy both have a couple of powers which are squad only, which does matter). 

 

Herpaderp Scions are more expensive Henchmen. Use the models, but not the rules. Henchmen all day erry day. 

 

Troops:

 

PCS is the same as before, quad plasma or quad melta, depending on your needs. Chimera has been nerfed (stupid las arrays, thankfully our own Chimeras still have 5 fire points), so you'll probably want to hide them or drop them out of a Valkyrie. 

 

Infantry squads are the same as before. Combined Squads make them a good blob for camping objectives, although they do die like flies. 

 

Veterans are same as before, worse Henchmen.

 

Given all that, I'd probably just take min Veterans to fill out mandatory Troops. Cover ignoring Riptides and Heldrakes have vastly reduce the usefulness of Da Blob in 6th. 

 

Fast Attack:

 

Hellhound is outclassed by our incinerator platforms. Bane Wolf is good but it'll die before it gets in range usually. Devil Dog is interesting (the new blast rules make its cannon lethal to squadrons), but again short range limits its effectiveness. 

 

Valks are 5pts more expensive (price reduction, but they upped the cost of rocket pods. Nice one GW). Given that Vendettas are 170 each now (da fug), Valks are probably the better choice for dropping demo charge SW teams or Veterans. 

 

Sentinels are paper mache as always. 

 

Heavy Support:

 

I wouldn't normally take anything from here. You can get a squadron of Russes with Pask in HQ. Wyvern (despite all the shilling from GW online, both officially and unofficially) is awful and irrelevant. Earthshaker is alright but its probably never been easier to kill. I think basic Russes do the job just fine; 72" krak missile large blasts wreck anything not in 2+ armour, T5 multiple wound, MC or AV13+. You've got plasma sponsons and specialists variants for those other targets, but basic Russes do what we need. 

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