Allies? 6th? What? Who? (Sob + Marines?)

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Alzarakh

Ghoul
Mar 13, 2010
101
Zombies
114
Heyo, trying my hardest to like 6th and get back into 40k. Here's my idea, I don't have a list yet because I'm still trying to figure out what I want to play.

So far I'm thinking.

SoB (Main)

Celastine
20x Sisters with flamers/H.Flamers
Seraphim with flamers
Rhinos?
1 exorcist

Mehreens (Allies)

Captain
Tactical Squad/s
Dreads/Tanks/Heavys

Basically I'm thinking sisters are all about the flaming goodness and the marines give some backup models and are the big gun users.

Can this work?

Are Dark angels better allies or should I go vanilla marhines? I haven't played and have no idea what's good anymore.

Aiming for 1k-2k point campaign. Starts at 1k and goes up. I need allies cuz my armies are too small and I don't own any of the new toys for necrons or tau.
 
How important are fliers?
What kills fliers? (No rulebook yet :p)

Can desperate allies use each others transports? I'm looking at you dark eldar >:)

Still working out some kinks and looking to find my models in the oh so gigantic pile of VC, Dwarfs and Lizzies that fell over in the garage. :slapface:

Also, I think Sisters are getting an update this week or so too...
 
Sisters are receiving a digital only update (kindle, ibook, android). I'm not sure if they are actually redoing the rules or if the White dwarf codex that they last had is getting re-released. I'd wait and take a look at what the rules shape up to be before deciding on using the sisters.
 
Good point on that one Lynks. I heard necrons are all the cheese right now. Would my olde 3rd edition army work without the new toys? I have the classic destroyer build but I heard they took a kick to the pants :( C'tan took a mini kick too. No more deciever shenanigans or uber toughness.

Tau, another one I used to play seem good, didn't change too much other than their new dreadnaughtesque battlesuit that apparently is an auto include. I flipped through the new codex and to my suprise I liked how much they didn't change it. (minor enough changes) One of the more solid codexes IMO since it stayed playable for almost a decade and they didn't seem to fudge them like my witch hunters and 4th edition blood ravens.

GW srsly needs to re-hire all the old farts to fix 40k.

Any opinions on the Dark Vengeance box? Are people still trading halves of it? Best way for me to get a rulebook.
 
I'm sure you could always find people willing to trade halves for dark vengance so long as you sit in a store for a while and ask around.

From what I've gathered loooking in a GW store, the models are quite goood and there is a decent ammount of value. If you can't get the swap you can always convert (with a bit of effort) some of the chaos models to fit a role within a space marine/ dark angel army
 
Alzarakh said:
How important are fliers?
What kills fliers? (No rulebook yet :p)

Can desperate allies use each others transports? I'm looking at you dark eldar >:)

Still working out some kinks and looking to find my models in the oh so gigantic pile of VC, Dwarfs and Lizzies that fell over in the garage. :slapface:

Also, I think Sisters are getting an update this week or so too...

Fliers are pretty freakin important in this edition. They can only be hit on 6's by units on the ground and other fliers can take them like normal. But they're resiliant and have all sorts of fun tricks.

Desperate allies cannot use eachothers transports. Even battle brothers cant start in a transport that isn't in their detatchment.
 
Alzarakh said:
Good point on that one Lynks. I heard necrons are all the cheese right now. Would my olde 3rd edition army work without the new toys? I have the classic destroyer build but I heard they took a kick to the pants :( C'tan took a mini kick too. No more deciever shenanigans or uber toughness.

Tau, another one I used to play seem good, didn't change too much other than their new dreadnaughtesque battlesuit that apparently is an auto include. I flipped through the new codex and to my suprise I liked how much they didn't change it. (minor enough changes) One of the more solid codexes IMO since it stayed playable for almost a decade and they didn't seem to fudge them like my witch hunters and 4th edition blood ravens.

With regards to the new Tau, I disagree. I still resent the changes that made Mech Tau, the army I started 40k with go extinct. It's why I now play Tau as my side army instead of being my main army like back when I was new. That, and the 'Taudar' bandwagon.

As for Destroyers and C'tan, you're quite right. If you have some Wraiths you're in luck, because they're now all the cheeserage. People use them with Destroyer Lords. If you want to update your Necron army you need some Scythes, Barges, an Overlord and you should be good to go. Anything else would be to taste.

Corien Sumatris said:
Fliers are pretty freakin important in this edition. They can only be hit on 6's by units on the ground and other fliers can take them like normal. But they're resiliant and have all sorts of fun tricks.

Desperate allies cannot use eachothers transports. Even battle brothers cant start in a transport that isn't in their detatchment.

Actually, you cannot embark on an allied transport at all, not even if you are Battle Bros. That aside, using fliers depends largely on which army(or armies) you're using. For example, the Eldar codex fliers are rubbish, far too fragile for their cost and will probably get shot down before they even get to do anything. Same applies to a lesser extent to the Tau ones, though the problem there is that the Tau fliers don't really do anything that ground units can't do or can't do better. In case you want to know though, the undisputed best fliers currently are the Heldrake, Vendetta and Night Scythe. Regardless of whether you choose to field them or not, you should be prepared to deal with them. How you do so also depends on which army(or armies) you intend on fielding. Tau in particular have an abundance of anti-air options. If need be you can purchase an Aegis Defence Line or Bastion with a quad-gun or lascannon for anti-flier work as fortifications are available to all races.
 
Wait, I though Battle Bros could get in them they just can't start in them? I never use allies anyways but still.

FYI, Heldrakes are the shit holy cow!! I love them things!!
 
I'm starting to cringe at how useless my armies are looking.

No assault vehicles o.o Sooooooo, no repentia still...
I think my sisters are going to be the ones to join in as allies now.

Swaying more towards the Tau, Cron's are good but I don't really want to drop a few hundred dollars just to start playing them. I think I have 2 wraiths at least. With the Tau I have a group of 3 broadsides and a boatload of FW's to start with. Kroot still played? Stealth suits? I'm assuming that hammerheads are now kinda jank.

I kinda want to stay away from the marines if possible, the only ones I think I would play is the DA's just because of the ravenwing. I just got sick of going to a GW and everyone who showed up had marines :frown: But desperate allies makes me think it's better to do a pure army since none of mine really get along.

Once I pick an army/armies I'll get back on topic with the list I promise :P
 
Well I have far to many marines armys to come and I love my Sisters of battle as well so I am very familiar with their new tactics and there are allot of good things for them.

Now what you need to take into account is the size of the force and what you need to cover.

Personally I run Black Templars with Sisters of Battle.
A mad curch army of sorts are they both Worship the Emperor as a God.

Now I tend to take Sisters as my main but use more sisters, this is because i need the chart in main for my Sisters and they are the main force.

Now You will always need anti air.
I like to Go straight in with a Storm Raven
From there I take normally a sigle Multi Melta, Heavy Flamer Dread in a Drop Pod, a backline squad to hold the back Board Edge with maybe a defence line with quad gun and possibly a shooty HQ, if not a shooty HQ a Close combat HQ in the SR with a Twin Flamer Assualt Squad.
Normally I run A captain for this role, a chapter master is dead points allot of the time and I don't like to use the same damn army every time with bikes and grav guns.

With the Sisters I tend to Have the saint herself, 4 immolators with multi meltas tearing across the field with a 5 or 6 strong squad with 2 flamers each, 2 squads of seraphim with 2 pairs of hand flamers each, 2 Exorcists and I try to fit a Penetence engine if i can.



At the local tournaments and gaming clubs i have to play 1850.

Now lets face it, if i am taking my sisters I am taking them because i like them, not because they are the best choice or going to win.

The Army itself normally looks like this:

- Saint Celestine

- Exorcist

- Exorcist

- Immolator
Multi Melta

- Immolator
Multi Melta

- Immolator
Multi Melta

- Immolator
Multi Melta

5 Sisters
2 Flamers

5 Sisters
2 Flamers

5 Sisters
2 Flamers

5 Sisters
2 Flamers

5 Seraphim
2 Twin Flamer Pistols

5 Seraphim
2 Twin Flamer Pistols

Storm Raven

10 Marines
Lascannon
Melta Gun

Master Of The Forge
Conversion Beamer

Agis Defence Line
Quad Gun

Dreadnought
Multi Melta
heavy Flamer

Drop Pod

Total: 1820

So thats 30 points left for upgrades to do with as you please.
It is fairly flexible, good at anti armour, quite good on fyers and great at dealing with hordes as well.
The one down side is it has allot of light armour and small squads but i truth, you don't need more troops that that, you have 5 scoring units and a highly mobile are with a large back line firing squad behind a 3+ agis due to the Master of the Forge.
Between the Quad Gun and the Storm Raven you should have everything sorted and any major threats armour wise you can drop in turn one with your dread and take care of.

Give it a try and see what you think mate.
 
Wow, i know its been awhile now since i looked at them but that list makes a lot of sense. After just recently playing my friend with my vc army again he unfortunatley hates fantasy now because in a last ditched effort he charged my SH with his orc archers, no command = i won combat, they ran... same thing happened with his goblin shaman and trolls cuz of no magic weapons. Needless to say he got mad. ( i think he figured i wouldnt cause wounds at str 3)

Back on track... basically i need to up my 40k army again otherwise it looks like warmahoards is gonna be the new game everyone around here plays.

Does the list have a lot of trouble with plasma weapons? Also, against other marines how well can it perform?
 
I thought I would update it a little after the new digital codex. :perv:

It plays very well and plasma weapons are not a problem, too many targets.
It works fine on marines as well, you have to remember sisters are marines who are not as good in combat but everywhere else they do just fine.

Only trouble you will have is against unkillable warlords but just avoid them or pound them with firepower at range.
Enough shots kill anything.v :thumbsup:
 

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