Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
As the title suggests, how do you use your allies with your IG army?
While I am aware of the older Topic of the week, it was for the last codex, last edition, and my questions also include the Kroot as a consideration as well.
Due to the wide selection of choices we have in our codex, allies from WitchHunters, DaemonHunters, DeathWatch and Kroot are a bit superfluous and really just for flavor or for a theme.
The only ally I see being taken of regular use is the DH Inq with mystics and a psychic hood, for obvious reasons of being so effective, yet so cheap.
When I consider allied Sisters, they add a hard, yet relatively cheap, squad of elite-ish troops. Automatically I want to use them as a spear head unit; their effective range is in that 12-24 inch zone after all. Yet, I feel that I could just use IG units to fulfill that same 12-24 inch kill whatever it was I was shooting at zone without much trouble; granted they'd be less durable, but the sisters just don't add much more than that. Sure, faith can come in handy for killing things or sticking it out, but it still just doesn't justify their inclusion.
Grey Knights on the other hand add hard hitting close combat ability mated with shooting effectiveness. Yet, without a transport, their effectiveness is limited whilst their vulnerability highlighted. Granted, we could just take a Chimera or Valk (No Terminators any longer) and stick them in there. Then, there's their exceptional cost to consider. While the Terminators are only slightly more compared to the standard Mehreen's, your basic Grey Knight in Power Armor is a hefty investment that in order to take I end up scraping away at other essentials for what amounts to only anti-infantry abilities, something the IG has in spades. As MEQs they are hardier than your standard guardsmen, but they're just so expensive that their durability is outweighed.
Deathwatch suffer from having an outdated points cost/abilities/set up that make them almost unusable. Even then, it's easier just to take a squad of Grey Knights.
Kroot are the most viable allies I can see IG using. Their infiltration ability combined with low cost, an effective gun and decent stat line make them great harassers without biting too much into other options. With the ability to infiltrate almost completely elminated from our codex, they add the light infantry option I've been missing for quite some time. Of course, once they're infiltrated, they're probably going to be there for the rest of the game, as their large squad size makes them unwieldly and simultaneously they'll have a hard time fitting even into a Chimera. Simultaneously, they could act as outflanking annoyances that can go for last turn objective grabs thanks to their troop status.
As for the generic Inquisitorial allies, only the Inquisitors differ, and even then the DH inquisitor is far superior thanks to the mystic, which suddenly allows the IG's mass of guns to take out DSers before they can do anything.
I'd consider Stormies, if just for the fact that I can get cheaper plasma in a moving coffin, as well as meltas. Whenver I haul my vets by chimera or by valk, I always feel like I'm wasting some shooting or some movement thanks to the Chimera's ML and the Vendetta's TL LC. But, with Stormies, I can gleefully send up a cheap mobile coffin filled with cheap meltaguns and not have to worry about wasting anything.
As for assassins, without grenades they're almost useless. The Callidus is the only one I'd really consider, if just for the ability to move enemy units into my gun's LOS. The Vindicare is still as hit and miss as he always has been.
Then there's the loony bin Arcos from the WHs. Another interesting unit that due to its fragility I don't consider, as much as I'd really, really like to. Any experience from these chaps?
And finally, has anyone here finally been an arse-hat and your Inquisitorial Land Raiders to the table? Although it feels to be a gigantic waste of points, thanks to having no Machine Spirit. Regardless, its shock value is immense and hilarious to say the least. A Land Raider fighting alongside MY Leman Russ? More likely than you think. Besides, it makes for an awesome centerpiece for an Armored Company.
So, your opinions on allies? A waste of space or a viable alternative?
Last edited by Sayomi Akimoto; October 3rd, 2009 at 11:06. Reason: Forgot a few things
I've seen a lot of people bringing inquisitors. I don't see as much sisters of battle, most of the timer they are bringing the allies for the specialization that the inquisitors/gray knights bring to the table. The gray knight/inquisition seems to fill in and counter some of the weaknesses of the Imperial Guard, at least more than sisters of battle.
I am 99 percent sure you cannot use Kroot. Fluff-wise it doesn't make sense, as they are an alien race. I believe the rules also state it that IG can only be allied with other imperial forces.
Everything is obviously my opinion, which has the possibility of being completely wrong
Back from a long adventure.
My whole army concept lives from allies. I'm collecting DH, WH, SM and IG. So I can use all of them as base army. Sure, most choices from the inquisition codizes is outdated and often not very cost effective. But aside from competitive reasons (I think the only usefull choice in tournaments are Inquisitors with Mystics. Assassins are already too expensive for what they do or are too unreliable. SM can take sisters to get cheaper Flamers and Meltas for a He'stan army) they have A LOT to give.
- Inquisitors (for Mystics, Psycannons (DH) or if it's only for a cheap fire plattform with gun-servitors)
- Assassins (a bit expensive, but so cool)
- Grey Knights (ya, they are expensive. But that's because they are so versatile)
- Grey Knight Terminators (heavy infantry for IG)
- Sisters (cheap(er) MEQs with Flamers and Meltas, weapons that rock in 5E)
- Infantry Platoons (best bet a DH-army can get. Cheap wounds and lots of heavy weapons)
- Leman Russ (nuff said)
There are so much options ... I could cry, I hope it never gets changed
For competitive reasons there is not much left, I agree. But that's only because the codizes are outdated. Who would not love a Vindicare in his army that snipes out the precious big bad super-expensive model. But unfortunately they are a bit expensive.
I'll probably use an Inquisitor Plasma unit in higher point games. Easy way to grab a hood and some cheaper Plasma, pretty nice when they're in a Chimera.
Check my Blog for Battle Reports, useless ranting and more! Comments appreciated.
Like to talk Warhammer or want some advice on Armies or Tactics? Drop me a PM!
One of the most important thing, probably more important than mystics IMO, is an Inquisitor w/the Emperor's Tarot. IG is just devastating in most cases when they go first and can cripple most armies when firing at full strength.
If you've checked out the 2nd game of the 'Ard Boyz finals, it was between the Leafblower's IG against another IG army. Both had Inquisitors with mystics. However, it was the Leafblower who won because he won the roll for 1st turn and crippled his opponent with his 1st round of shooting. The Leafblower eventually went on to win the whole thing. If his opponent had spent the 15pts for this upgrade, he could have potentially went first and crippled the Leafblower's army instead. Things certainly would have turned out differently.
There is a separate army list known as the Kroot Mercenaries. Their rules specifically state they can be allied with any non-Space Marine, Inquisitorial, Necron, Tyranid or Tau (As they already have the Kroot in their rules to begin with) force.
As for the reason why Kroot would be working for Guard, the Imperium is a big place. Historically it is not unknown for the Imperial commanders to make use of alien mercenaries, such as the Blood Axez. Unlike other Imperial Organizations, the Guard are far more willing to make use of non-standard resources to complete their objective, such as the use of Ab-humans, heavy modification of vehicles or the use of mercenaries, alien or not.
It is Inquisitorial and Space Marine use of alien allies that lack much sense, as both forces either act completely autonomously and have no need (or a powerful hubris prevents them from otherwise).
As everyone has mentioned, the addition of an Inq Lord with two mystics, the hood and the tarot seems to almost be mandatory for the Imperial Guard; giving them the ability to unleash their first turn barrage, canceling out dangerous psychic powers and hitting one of our greatest weaknesses without a moment of respite. When I bring them to the table I don't even say they're Inquisitorial forces; they're a sanctioned psyker squad whose purpose is to detect the enemy.
So, anyone's experience with the Kroot?
Last edited by Sayomi Akimoto; October 3rd, 2009 at 21:49.
I play tau and guard,
the kroot are cool models, that are similar to stats as orks, but with none of the good parts
yes they have infiltrate, and almost bolters.
If you want, you could simply use the stat lines form kroot merc. but make difrent models so they aren't "aliens" mabey lightly armored recon squads with heavy hitting longrifles. The krootox could be a smaller walker equivilent or something. and the shaper could almost be a junior officer PLComander type guy?
I think that sisters would make beter allies for guard than grey knights. A few squads of sisters on a flank could give you a nice alternative to vets for your objective taking flank. 10 of them in a rhino would cost you only a bit more than a vet squad in a chimera, they can do a similar role but with a good number of differences.
lasguns and BS v. bolters
flak armour v. power armour
free sergeant v. better sergeant
free grenades v. expensive grenades
chimera v. rhino
25 points cheaper
orders v. faith
They do similar jobs and for choice it is down to personal preference.
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
PAGK's as a counter assault unit do well, especially given they'll attract some fire and the shrouding rule makes them 50% un-targettable at 31.5 ". They also can provide cover for guardsmen unlucky enough to find themselves in the open.
I wouldn't take them unless using a hybrid list.
The callidus assassin, while very pricey, give the precious "word in your ear", great for giving you a first turn shot at back armour of an enemy's armour.
Sisters... i feel that for the points they dont get enough bang-for-the-buck in a non-sister's army due to the lack of a decent faith point pool, but many may disagree. Three divinely guided flamer templates, dropped from a scouting valkyrie, is a first turn hit most players wil be quite shaken from.