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Astra Militarum Allies


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Hi there,

 

I have spend a lot of time recently trying to combine my IG army with GK. I simply like GK for a lot of reason and I felt (back then anyway) that this combo could have some potential with GK taking the front and bring the warp charges while IG use their cheap psykers and long ranged weapons to help in tank busting and first turn pressure.

I seemed like a good match but after dozen games and 4-5 different lists at 1850 (like transport MSU, pure blob infantry, elite army and deep strike army) I am getting desperate and ultimately disappointed. Some combos were nice but nothing that GK or AM wouldn't have done on their own. My theory is that both codecies have potent troop section, but to make those relevant one needs to pour a lot of points into it before other sections may be added. With IG HQ section, Platoons and GKSS costing quite a bit, there wasn't any points left to add anything with bite.

 

But maybe it is my lack of experience with GK and hence I am expecting wrong things from them. So, in a last effort I am turning here with my plea. Do any of you know whether GK/AM is feasible and is there anything that they do better than the purist counter-parts of the respective armies? I would dislike to run pure IG as my tournament army (it can be fairly dull to point aim and fire tanks) but I am out of ideas :(

 

Cheers for any and all input.

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Well grey knights troops, elites and heavy support are all technically the same base model, so grey knights as an allied detachment work pretty well in filling the the need for boots on the ground (in a bound list as allies grey knights can still have 40 power armoured knights kitted exactly the same with rhinos)

 

So I'd have IG as the main detachment, BUT most of the points on grey Knight allies, this way you can still include your IG vehicles without worrying about using only 1 heavy slot.

Because that's all grey knights need really, is anti tank/long range. A few leman russ' would be all you need in my opinion, and if points allow, a few small (for guard) blobs to hide and run at objectives nearer the end of the game.

I've been having the same problem too. I just feel that every list I try I think that AM/GK could have done it better by themselves. And aside from a larger WC pool, C:SM can provide similar support cheaper (namely, ATSKNF). While I don't think it's a bad combo, I've just had problems finding the right synergy to make the combo greater than the sum of its parts.

I'm in the same boat, currently this is what I'm working on playtesting, it shows promise.

 

Tank commander in vanquisher with lascannon and relic plating, vanquisher wingman with lascannon.

 

10 vets with three plasmaguns

 

Platoon with pcs, two infantry squads with ac, 50 conscripts.

 

Two wyverns.

 

Coteaz.

 

Two units of two warrior acolytes with one psyker each in psybacks.

 

Storm raven kitted for anti infantry.

 

Psyflemen dread

 

Still playing with the points and the extras, trying primaris, vendettas and more Lehman Russ, ideally I'd like strikes but they cost so much I can't justify them.

Same idea here, GK as main, AM as Allies:

 

For AM:

HQ: 2x Vanquishers + 2 Las

Std: 2x Naked Vets

Hvy: 2x Eradicator + 2 HBolter + 1HBolter / (or 3 Wyvern)

 

= 720 points, 4 AV 14 Vehicles and long range tank hunting and crowd control both which GK lacks. Maybe add a landraider and you have a solid wall of steel.

 

Lots of options and possibilities here, not sure what is best. But if I take AM allies I would abuse squadrons and tank comanders.

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