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Here's an army I'd like to test. The Guard and =][= produce a solid gun line whilst ISTs, GKs and Seraphim are free to advance. A Chimera rounds out the IST squad because there are a LOT of Tau players where I come from, and 12 pulse rifles can damage Rhinos way too easily.
Ordo Malleus Inquisitor Lord: Psycannon, Artificer Armor
3x Gun-Servitor: Heavy Bolters
3x GK Terminators
7x ISTs: 2x Meltagun
Chimera: Turret Multilaser, hull HB, pintle SB, ExA, SL
7x GKs: 2x Psycannon
IG Cmd Squad: Junior Officer
2x Grenade Launcher
1x Missile Launcher
2x Inf. Squad: ML, GL
7x GKs: 2x Incinerator, Meltabombs
Seraphim Vet Sister Superior: power weapon, bolt pistol
7x Seraphim: 2x dual hand flamers
Total: 1498 points Model Count: 65
Let me know if this is a good place to start with more Inducted Guard...I wants Improved Comms, yes precious I do...
For your Guard squads I would have Lascannons. Yes a little more pricey, but worth it. Even if you have to get rid of the Grenade Launchers. The best overall choice for a few squads of Inducted Guard is Lascannon as the HW, and Plasma Gun as the Special Weapon, a nice AP2 1-2 punch.
I also don't think you can induct sisters into your army. You can induct GK into a Sisters army, but not the reverse.
To get a Leman Russ, you need two complete troop choices. I suggest two Armored Fist Squads. Each with Lascannon, Plasma Gun, and Vet Sgt. Start them Dismounted and have the Chimeras shooting away as fire support. Add a Heavy Stubber to the Chimeras for 9x36" shots per tank. You can add Improved Comms to either Chimera or a Leman Russ.
Its just a shame that the Deamonhunter Codex doesn't allow us to take a Basilisk as an inducted Heavy Support, they are nice!
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
I picked out missile launchers/grenade launchers because they could both be used against medium/light vehicles as well as massed infantry; I wanted something that could handle multiple targets since I only bought one heavy weapon team box. Oh well, more guns never hurt anybody...Originally Posted by Diggums Hammer
I'm really sure you can put the Seraphim in. I check the WH codex before I bought them, and they have the same allies rules as the Daemonhunters. And it would *#&$ to not use them, their paint job came out so well!
Eventually...many years from now when I am bored with Daemonhunters...I want to finish a real Guard army with DH allies; with all the DH choices, you can use pretty much any of the special equipment and skills and drills doctrines as you want without sacrificing versatility.
You can use the Seraphim, but not at the same time as the IG or SM. You can only have units from one allied force at a time. It all comes down to what roles you're looking to feel. SM are good for a Radical DH army that needs some kick. IG is good for mass troops and heavy support. WH is also nice for more troop choices and Seraphim which are quite nice for a Fast Attack unit, unfortunately you are limited to only 2x Troops, 1x Elite, and 1 Fast Attack unit with WH. However, unlike with IG/SM you can also take a HQ unit from the WH. So all comes down to what you need in your DH army.