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Hi, i'm seriously considering an imperial guard force. However...
I've already got a lot of Tau stuff from a failed venturing into that army. I am considering making a Gue'la auxiliary army (with one or two of the doctrines switched out from the GW list)
Reason for this is i've got about six unassembled battlesuits, with a little conversion work i was going to let them represent sentinels (holding lascannons, heavy flamers, multilasers or autocannons as though they were rifles, and not having the jump jets, or letting those represent rough terrain modification) in a very "Heavy Gear" style. Very likely i'll have three squads of Sentinels in my army.
Question 1: has anyone had a good deal of luck with Sentinels? or a sentinel-heavy army?
Now: I ALSO want to leave my options open for Kroot mercs, and Daemonhunter/witchhunter allies. Kroot mercs i can see working for a Gue'la force, Daemonhunters or witchhunters i am not so sure about.
Question 2: Perhaps they should be a re-conquered planet on the border of Imperial and Tau space? Thus accounting for the presence of adeptus sororitas or grey knights or inquisitors? Does anyone see any fluff problems with this?
First of all, one can only take ONE ally. If you take Kroot, you can't take Daemonhunters. If you take Daemonhunters, you can't take Kroot. Etc. Also, you can theoretically have 4 Squads of Sentinels if you attach one to the Command Platoon.
I am assuming you're taking your Firewarrior models, cannibalizing them, and mixing them with Guard Bits the way the GW guide shows them? In this case, it looks like it's Carapace Armor for your guys.
Sentinels I like, but for extra Jump Jet representation, give them the Drop Trooper Doctrine allowing them to Deepstrike. The Autocannon can easily represent the Missile Pod, and Heavy Flamers are also fun if you Deepstrike right on top of an enemy unit. Besides, with the Sentinels Deep Striking, this means they won't be shot at until they're in the correct firing position. For extra efficiency, add Improved Comms to a vehicle that can take punishment.
As for Allies, i know i can only take one at a time, i'm talking fluff wise if one game my guardsmen ally with kroot, and in another they ally with Witch hunters, and i get a wild hair to have them ally with daemonhunters in a different game (non tournament, friendly games)
I was thinking about the sentinels being drop troops, and yes, i'll cannibalize firewarriors and Cadians. I'm still trying to work out a basilisk and russ conversion to make them look more "tau-ish" while still semi-accurately representing the Imperial guard rules (which means i'm not using skimmers unless i VDR them or think of a way to accurately make IG "grav tanks").
Doctrines i'll be using seem to be thus far Carapice armor, drop troops, Close order drill, possibly hardened fighters to make my sentinels a bit more hard. I've read through the article on combat doctrines, but i'm still unsure as i've never played with or against an imperial guard army. I do not know what works well in battle.
I'm not sure how it's even remotely fluffy to have witchhunters/daemonhunters allied with Tau auxilliaries.Originally Posted by We Are Legion
Istvannian Alien Hunters maybe... I suppose.
But most Imperial servants hate aliens, and consider anyone working with them or supporting them to be among the lowest forms of traitor.
Certainly, if you had grey knights or sisters of battle, you've just broken established fluff in a big way.
Of course, I can't stop you, ruleswise it's legal.. but you're clearly someone who appreciates fluff, so I think it's worth me disagreeing.
well, honestly, sisters of battle work better as their own army, and not an allied contingent (seraphim are awesome though). I HATE HATE HATE HATE.... HATE Grey knights. as cool as they are, they are a HUGE points sink in an army i already have points sinks in with my sentinels.
I figure a radical ordo malleus inquisitor would have fled to tau space to escape the prying eyes of puritans and continue his.... experiments... so the guard would pay for his services on the battlefield, and the services of his daemonhosts... or maybe a death cult was already in place in the planet before the Tau took over, thus death cult assassins are available to them (unless of course i can't take them because i must have an inquisitor in the same force...) Assassins could be converted figs: a Vindicare could be represented by a heavily converted pathfinder with rail rifle. a callidus could be a veteran kroot whose snacked on lictors a bit too much... not sure about an evorsor or culexus.
BTW, my final doctrines line-up is: Carapace armor (for tau armor), close order drill (cuz its listed on the GW website), Hardened fighters (to make my sentinels a bit better in Hand to hand), Veterans (to represent the squads that go with another tau force in its own campaigns) and Drop troops (to represent the jump-jet's use on the sentinels) Any comments on the overall effectiveness of these doctrines? anyone think i should take something else?
If you are already concerned that your sentinels are point sinks, I would advise dropping hardened fighters. Just give them heavy flamers, drop them in, and watch them crumble. XV8 suits are lousy in CC, so why not let your sentinels stink, too?
If you want an eversor assassin, I'd suggest that a kroot would be best for that, as well. Maybe he ate some of those death-cultists you mentioned...heck, if he ate a deamonhost, the kroot could even be a culexus.
Personally, I love stormtroopers. You could maybe take those in place of the vets and say they recieved extra training form thier Tau friends.
I will get rid of Hardened fighters (i looked over the Tau codex last night after i made the post).
so that frees up another doctrine point.
I'm not sure why stormtroopers are so good, Stormtroopers do have a 4+ save, but with carapace armor, every troop will have it. The hellgun isn't that good when compared to a bolter (which i could fundamentally get by using kroot). They do have a higher ballistic skill than most Impy guard troops, and hellguns do have an AP value unlike lasguns (lowly AP of 5 though). I would rather take kroot mercs for bolters, or take veteran squads as they can have heavy weapon teams AND can infiltrate.
GW's doctrines list is nuts, but i understand why they took Heavy weapon platoons as an option.
So they didn't have to try to convert Basilisks or Leman russes into tau-like vehicles. There are no imperial guard skimmers, therefore you couldn't just do a weapon swap with a hammerhead. I could go with their list, but i like the idea of chucking out three pie plates a turn, even if the vehicles have to be converted (though i think that if i can cut off the bolts on the armor plates and paint the tanks a nice glossy color it could look Tau-ish enough, maybe convert the earthshaker to look like a modified railgun too). the task of converting into tau-like vehicles is very daunting... too many rounded surfaces.
Xeno fighters seems logical, but i also hate applying something to my army that only works against one army and against any others its useless.
So, that leaves me with one doctrine point open... what should i get? Special weapon squads could be handy. as could Heavy weapon platoons, Techpriest engineseers could be fluffy (represented by a converted Tau Earth caste model, accompanied by drones with servo-arms or guns for servitors). Any suggestions on this choice?
My only suggestion is that a heavy weapons platoon is a terrible waste of the doctrine. You should be abel to fit all your heavy weapon squads in your HQ platoon, saving the cost of another junior officer squad. Plus, a heavy weapons platoon is one less tank you can have.
Special weapons squads would probably work, fluffwise. You might also consider Iron Discipline. It is a great doctrine, and it stands to reason that the "greater good" has convicned these fellows to stand thier ground a little better.
Iron discipline would work i think, fluffwise, and its only 5 extra points per officer, plus the vox-casters i was planning on taking anyway. So, its good special weapons squads may be good, but as you probably have guessed i plan on taking Kroot more than other allies.
Out of curiosity, are Techpriest engineseers worth taking? They can fix vehicles, but running them up to fix sentinels or a leman russ seems unlikely to happen, maybe sitting back behind my lines fixing a basilisk without indirect fire seems plausible, but if someone is going to try to take out that basilisk, they are going to make sure they kill it.
With a new wave of Tyranid players on the horizon, i'm a bit concerned about them. I certainly hope this army will do well against them.
Techpriests are perhaps the worst unit ever made for IG, mainly in that Games Workshop tried to make a do-it-all unit that ultimately succeeds at nothing. They thought "let's give it some melee," and equipped it with a Power Weapon, pistol, and Servo Arm, plus Power Armor to boot. The only problem? The Techpriest has the Guardsman stats value of 3, meaning a Terminator (who BTW costs 3 points less) w/ Lightning Claws will eat the Techpriest for lunch. One COULD equip the Techpriest w/ an Honorifica Imperialis, but this helps little in the long run. They thought "let's make a specialized firebase unit, with BS 4 Heavy Bolters and Plasma Cannons," but then made Servitors count against the Techpriest's wargear, meaning only 2 Heavy Bolters, or a Multi-mela&Signum, or a Plasma Cannon. They thought "let's make it able to repair vehicles," but to have a decent chance, a 45 point model now becomes 85 points, HAS to start in base contact with the vehicle to be repaired, and there's always the chance of the vehicle being destroyed outright, thus preventing the repairs from occuring in the first place! Gahh!!!