There are plenty of armies you could take without relying on Divine Guidance. It's really a matter of wether you like the way it plays or not. But anyways here are two simple ideas that some of you probably already heard of. Inqusiitional:
An idea I've thought of (not only me but probably many others) which is to produce a personal army that belongs to an inquisitor. A very shooty based army that is typical of an imperial gaurd army but also has the mobility to charge forwards. The Land Raider, Leman Russ and Sentinals can form the basis of your anti-tank and long range shooting but there are also plenty of other options other than these. Low ap weapons and rapid firing is probably the main damage dealers in this type of army.
Hmmm no sisters and only Storm troopers. They can pack a huge puch when given plasmaguns. Each squad can have up to two plasmaguns and the sergant himself can carry a plasma weapon. With 4-6 shots of plasma weaponary per squad they threaten pretty much anything the game has which doesn't come in the form of a vechical. Even so they can harm any vechical up to armour 13.
A good opitunity comes with storm troopers since it opens up the chimera transport option that gives your army a nice boost of long range shooting. Although it doesn't have the best Ballistic skill in the world the nice 12 armou up front means it can withstand a fair bit of puncishment. Not bad for a fire base for a little while.
The Inquisitor Lords themselves can be hard hitting when it comes to shooting. You can have up to seven plasma weapons in this squad (Three on the warriors, three on the acolytes and one on the Inquisitor him/herself). Like the storm troopers but even more of a threat. This also opens up a very solid vechical choice, the land raider. Many of you can imagine what one of these do to opposing vechicals. A nice option to take over the usual exocists, not to mention aple protection.
Lastly the imperial gaurd options. These open up a large variety of weapons that out range what the usual witch hunter options. The Leman Russ and sentinal squadrons can add a large amount to your armies potential. Don't forget the basic gaurdsmen too. They can form up heavy weapons teams or monvuerable foot slogging/ armour fist squads. Like storm troopers they can have plasma weapons but less of them. Combat Monster:
I quite like this idea, many of you may remember me stating it before. This involves the use of Space Marines. Basically it works like a tyrannid army but can be a lot more scary as the these can move at monster speeds and carry a large punch.
This requires extensive uses of Arco-flaggelants and Penitant Engines. We all know how fear some these can be but what if they were used in mass.
As the HQ choice you could go as a cannoness, this is a rather simple build that includes a jump pack. Everyone has made one of these before at least once. But if you used an inqusitor the assasin slots open up, I don't think I need to mention the power of the eversor and callidus.
For the basic troopers you can use Arbites. Being equipped with a shotgun means they can move, shoot and assault. The total damage can cause a fair bit of damage, even to power armoured foes. They can even be given meltaguns so you can deal with vechicals. You could just go plasmagun set-up as mentioned above too, doesn't have to be all combat.
Seraphim offers a fair bit of speed and hitting power. They can be used as anti-tank infantry since the idea here is that we avoid using Divine Guidance. Basically give them inferno pistols and the veteran a master crafter inferno pistol, this should offer enough power to destroy any tank in range. Remember to keep the squads small though since killing infantry is not an issue you don't want to waste points on more bolter fire.
Now from the Space marin side we can add a Commander who can be a monster in combat himself (especially with a jump pack), Assaut Marines, Terminators and Dreadnoughts (nice sturdy anti-tank from range before reaching combat with twin-linked lascannons). Terminators may be a tad too expensive, I personally don't like them since they suffer from low ap weapons and small squads, the rest however are fairly cost efficent and deadly.
The Compulsory marines can be given combat weapons (I think) all round, even if not so you can deep strike them for a quick unexpected strikes. The nice toughness and power armour can garentee their survival, this is more so the case when the rest of your army is speedily racing up the board for combat. You could even armed just one or two with meltaguns for unexpected anti-tank potential.
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