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As my IG foot army starts to be finished I look to expanding with allies however I dont know which to pick. I know the DH are sweet becouse of the GK but I like the twist the WH can give an army. What do you use and why?
Record with my Necrons
W:2 D:0 L:0
2st game: vs Chaos result: Win :p
With WH you can give an eviscerator to an inquisitorial stormtrooper veteran who is part of a troops choice instead of an elite. I also prefer some of the Fast Attack options that WH offers, seraphim are excellent.
What do you call a lasgun with a laser sight?
Lets' see, I chose both because both have different strengths they can offer to Imperial Guard.
Witch Hunters for instance, mostly Sisters of Battle, give you a boost in your shooting ability. With the powered armour, access to rhinos and bolters, they make a great fast moving, hard hitting rapid fire force. With the combination of long range support and proper screening, they can easily move up and rapid fire a unit to shreds in a matter of a couple turns.
Daemonhunters, particularly Grey Knights, offer the great Close Combat Support that the Imperial Guard severely lacks. Superior weapons, skill and armour, Grey Knights, when properly played will take apart any army. Again, this alliance is also reliant on the Guard's ability to take the long range support role.
Its' completely up to your style of play.
I use Seraphim a fair bit, most of the time they work very well (except on Vassal, Vassal dice HATE seraphs I've noticed).
... only triumph could turn pooing his pants into a good thing..
I have to vote for Daemonhunter, after played IG and got mow over by a single daemon prince a few game, the sansation of a Grey Knight Hero instant kill it with S6 force weapon that Hit on 3+ and wound on 3+ is incrediblly satisifying, you should give it a try. Afterall, you already have a shooty army, it is time to try a choopy army that looks cool doing it.
The only drawback is unlike witchhunter, daemonhunter is not a balance army that you will have a hard time to play a pure daemonhunter army. But if you only intend to add a few squards as allie, daemonhunter will be a better choice for allie rule only allow 1 hq, 2 troop and 1 fast attack, which equal to only 5 faith point for your sisters that is not really enough.
I would go for DH for the fact already mentioned that it doesn't get any shootier than the guard. DH, particuallarly GK offer the great cc abilities for either counter assault or a deepstriking force to go after lingering HW that like to shoot it out with your guard, and divert much needed fire from closer targets.
As far as pure DH, I have had no problems, i kinda enjoy it more than guard sometimes. By pure I mean a couple GK squads and then Inquisitorial ST in Chimeras for fast moving plasma goodness backed by lots of HB and Multi laser fire. You can use this same principle for a grenadier guard army with allied GK.
Battlesuits, putting the BS in BullS*%t.
I chose Witch Hunters.
For me it's not about the rules, it's about the mini's.
And those Sisters of Battle with the helmets down are awesome.
Though for those that need a "reason" to add stuff to their lists - faith. Nothing like the chance for a round of AP2 shooting, or invulnerable 3+ saves, eh? And at 11 points each, for their stats, I'd say Sisters of Battle are a steal.
Apathy is its own reward...
tyrius, that's only for wargear purchased for ig units, if they're allied they purchase from their own armory.
personally if i went with any allied force, i'd either go with a full units of grey knight terminators (they'd have to be full unit due to attention they'd attract either way. i mean termies among guardsmen) or deamonhosts, the thing about witchhunters is the main attraction they have is faith points and as an allied force, i think the only way to make them worthwhile and get the insane amount of faith points you would need to make them overwhelmingly sweet would be just to take them as a pure SoB army.
now i say daemonhosts simply because if you get them in front of your line and take all three that you can, they'll cause enough chaos and disarray to tie up your enemy troops and keep your lines safe and free to fire on the enemy, and really most players have no idea what those guys are capable of and are then somewhat fearful of what they might do, especially when you got them teleporting across the field and regenerating plsu whatever nonsense. i mean, they're almost as good old-fashioned fun in the style of an all goblin army in fantasy.
and terminators i sahy because they're a massively powerful unit that will keep your enemy away from them or make them a bullet magnet until they figure out how to handle them. as when fighting the imperial guard, you can't have any more opposite a unit than a unit of those to keep your opponent off of what he was guessing out of encountering in a ig army.
Yeh, I missed the inquisitorial storm troopers and I forget that they are available in the DH WH codexs. I play DH and never used the stormtroopers. I just starting IG that I will be allying DH with.