What do people think will be the top ally builds in 6th edition?
What do people think will be the top ally builds in 6th edition?
Imperial Guard Leafblower with Grey Knight purifiers?
I Know if i see that setting up in front of me i'll start packing up and saying gg.
Why use Rapier-like Wit when a Sledgehammer of Insults works just as well?
Originally Posted by Dr Death
Had a similar thought with ig leafblower and draigo wing paladins,
the rules won't allow you to mix 2 armies within 1 army list - 1 player 1 army, thats how it was for fantasy rules, thats how I'm pretty certain it will be.
For doubles or for larger multi-player (per side) games, the ally rules are there. For 1 on 1, no allies.
If only it were like fantasy. I thought the same but it seems I was wrong. Also turns out Gray knights are cool with almost everyone, seeing how the like to kill everybody that teams with them. I'm sure who ever ca get out te most fliers or sickening gun line will win. I'd put the money on the mix of SW and IG.Then allies will be banned and all will be well!
Now, thanks to the GW ally page we have a VERY good idea who can ally with who, about all we really don't know at this point is what restrictions there are on ally interaction at each of the 3 levels of trust.
If that is so then its a terrible thing to add to the game.
Really doubt it is going to be a problem...
Your average tournament are guaranteed to run at "no allies"*, at least after the first attempt has bombed with whatever obvious abusive ultimate combo the internet will have compiled within an hour of the books release and we know the exact limitations of the rules, and for friendly pick up games, likewise people will go "eh, no thanks, I'll play someone else..." when faced with the same combo.
I really like the idea of allies, but from what it looks like at their site now it looks like...hmm... fail....
Not from the abuse aspect of it, but because it looks like there is too little restrictions on who can ally with whom. Why put restrictions in there if they are next to none? Nearly any alliance can be explained with a special scenario one-off desperate circumstance (Bro-fisting Blood Angels and Necrons come to mind), so if you are going to put in rules, why not make them sensible? Orks and Space Marines? (Didn't Dark Angels, last time allies were around, don't recall if it was actually called allies, as in 2nd Ed, or if it was through multiple detachments in 3rd, use to have a clause explicitly saying they would not ally with Xenos?
And you cannot use Space Marine Allies with Chaos? What about post-heresy traitors joining up with Legionaries, things like the Red Corsairs, fallen Dark Angels, wayward lost companies of Space Wolves, Whats-their-names Blood Angels Successors that are featured both in the Chaos 'dex and the BA one? Simply legion warbands utilising captured?
Orks and Tau? It is right there in the book that the Tau early on in their expansion encountered Orks, naively said "Hey, fierce warrior species, you are just what we need! You want to be friends and join the Greater Good, don't you?" and then after the ensuing ultraviolent conflicts gave up all attempts to recruit the greenskin.
No allies whatsoever for Tyranids? So, no Imperial guard as Genestealer brood brothers and whatever their name was in the late 1st ed list, some sort of head-attaching parasite (*possibly*, now as I think of it, that one has already been re-imagined into the Medusea in the Dark Eldar court, but still...)
So, I hold of my final verdict until I read the actual rules, but for now I lean towards a vague dissapointment over a missed chance for something good... but still, again I doubt it is going to affect how we play the game.
* Like any serious ones have done every edition there have been allies in one way or another. I remember the straw breaking the local camels back in 2nd ed was Chief Librarian Tigurious and his two personal Apotecharies in several Eldar Armies, the point was him having a piece of gear that made his psychic powers unstoppable, at the price of taking D6-4 wounds each time, and the Apotecharies in base contact being able to heal 1 wound each to a still living model...
Fateweaver plus Chaos Marines will be fun.
Thousand Sons/Daemons of Tzeentch/Vampire Counts
There is a way through the coming darkness. But to find it we must change.
We must change and change until Change is our master, for nothing neither god nor mortal can hold that which has no form. Change is the constant that cannot be changed.
CSM and daemons, can have a herd of daemon princes. or you DP a summoned greater daemon, a blood thirster, and and HS daemon prince. toss in blood letter and fiends and call it a day.
nurgle csm and epidemius yes please
Fortune and a shadow field, doom and husk blade.
Frankly I'm of the mind that abusive combos don't really exist except in extreme cases (Epidemius/nurgle marines). Combining the distilled cheese that is purifier spam is pointless, as the problem with that army is homgenous undercost, and being too well rounded in a single unit.
A melta to the face: if it's good enough for Huron, it's good enough for me.
here! I review codices, write unbalanced, childish homebrewed rules, and post articles of my painting, conversions, and writing.
It looks like taking an ally hampers their ability a fair bit. Especially if they aren't best buddy allies.
From what I can see on the still from the video the book will have a pretty in depth list of what allies can and can't do.
I really hope they don't just say "IC can't join allied units" and leave it at that though.
Narrative would be better yep, though after 10 games of playing against Grey Knight allies I'm sure I'll wonder how my armies have always managed to bump in to the nearest Grey Knight detachment with such an uncanny regular occurrence.
It's a bit early to start determining WAAC allies builds when we don't know exactly how allies work yet. Until we know what we can take and how, its impossible to determine what will be unbalanced.
And i disagree that its a terrible idea. It's restoring something to 40k that should never have been removed in the first place. All the worrying about abusive combinations is redundant. People are acting like there are no abusive builds already, like suddenly the option to take allies will shatter the lovely non-WAAC balance of the game. Abusive lists exist now, the players who use them will be the same ones who try to abuse allies, so whats changed exactly?
For everyone else allies give everyone (except Tyranid players apparently) a chance to add something different to their collections, to start a new force and be able to use it immediately rather than waiting till they have a few thousand points, they are a chance to add a dash of fluffiness.
Last edited by Spider-pope; 24-06-2012 at 08:04.
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Am I the only one that had the idea of Vulkan+Meltavet Imperial Guard spam....3 twin linked meltaguns in each squad...how lovely....
Autarchs + reserve manipulation = win for everyone?
Would Imotekh plus twin Autarch reserve manipulation kill off Leafblower Purifiers? Considering they would either deploy for the storm or still arrive earlier to take some beatings and then the Eldarcron army could just sweep in with superior mobility and cripple most of the immediately deadly things with Dragons and Scythes...
This is 40k, people, nothing is unbeatable.
Although the restrictions ought to put a stop to most blatant attempts at WAAC, like for example disallowing criss-cross use of special rules/benefits. Although all Eldar psychic buffs already state that they only apply to Eldar units only...
Won't break the game, IMO, but churn out variety. Heck, we might even see the end of Internet-lists, because allies allow for easy counters to "uuber-hard instant-win" lists. My money is on that it will actually balance things out quite a bit.