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Allies.

Army lists, battle reports, and discussion of tactics

Allies.

Postby ruffian4 » Sat Oct 27, 2012 12:24 am

What 'choo think willis?

I remember when I fist talked to one of my despicable associates about allies, he said "Chance to cover up weakness in your army" whereas I thought "Wow, my stealer cult is back (ig+deamonettes)".

It reminds me a little of the "Lost and the damned" list, which was lovely in bucket loads, but ended up, a little like a bit of this plus a bit of that = a dilution of both.

Not sure, maybe my view is polluted by a game in 4th, when I took a latd force, in the game where you deployed 6" either side of the table centre and had to escape from the short table ends.

I rolled a 1 on who goes first and in the first turn was knackered to the extent I couldn't win at all. :cry:
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Re: Allies.

Postby Ljundhammer » Sat Oct 27, 2012 9:21 am

Allies do exactly what you want them to do...

You can use them to plug gaps in your army (like flyers, or scoring units)

You can use them to make a fluffy army (like UM with McCragge guardians or have an old school inquisitor army)

You can use them to use that stuff you've had on the shelf for ages which is a rubbish army on their own

You can use them to start a new army which you can start using right away

I like the concept. I'm less enamoured by the matrix. I'm finding at the moment that my IG don't need allies, and if I do need allies with another army I use IG, so they're getting a lot of use at the moment.
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Re: Allies.

Postby Cain Tiberius » Sat Oct 27, 2012 9:23 am

I think it's good and bad. There will always be do power builds.. But I think it opens up the game to force you would ordinarily be allowed. Like your Gene Steeler cult, or Dark Mechanicus etc etc. Personally for me it means my BA can now take certain marine units that it should be able to have and previously couldn't.
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Re: Allies.

Postby killmaimburn » Sat Oct 27, 2012 10:37 am

Gotta love demons in 6th ed.. ( http://daemons40k.blogspot.co.uk/2012/0 ... -open.html )

Allies are weird in 6.1 its all about psychic powers and keeping them small enough they don't make your army really bitty.

Allies wise things I like for the dark side.
Chaos
Sorceror lev3 temie armour 135, roll on biomancy to bounce up friendly squads.
protected by 20 cultists with 2 heavy stubbers 100points
5 spawn of nurgle- 180
=415

I'm running this all the time at the mo.
Herald of tzeentch on chariot with soul devourer.. 85 point tarpit against super beasts, immune to instant death, chucks out psuedo force axe attacks, since furious charge doesn't boost him to int 5 anymore, instead stack it with axe for str 5 on charge, he's a pain to kill with 5x 3+/4++s, jetbikes in 6th..neeeooowww. (sucks against all Lh builds natually as I always tailor to the wrong meta)
5 horrors bolt and changling 100 (firepower and confusion.tis like having mandrake the magician random encounter)
3 flamers 69 woo a drop in price and an increase in resilience, I'm glad I have so many.. now if only taking tzeentch chaos didn't suck soo bad.
=254.. (its so small and perfect, I just can't find a core force good enough to bolt onto it)
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