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allies rules? did i miss something?
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Old 07 Jan 2010, 18:22   #1 (permalink)
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Default allies rules? did i miss something?

4th edition has clear rules stated on who can/cant be used as an ally in a given army, but (just starting out) 5th edition i cant seem to find it in the rulebook or in the eldar and marine codex- do i need better glasses?
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Old 07 Jan 2010, 18:54   #2 (permalink)
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Default Re: allies rules? did i miss something?

Nope. The allies rules for Marines are all found in their corresponding Allies' Books.

Daemonhunters has the rules for which armys can take what and what they can take. An easy thing to note is that myself being a Blood Angels players allying with Daemonhunters I may not take any of their Heavy Supports. Also another note is that if a Daemonhunters army wishes to have Space Marine allies they may only take regular marines. So I could not use Daemonhunters as a primary and then fill my army with Blood Angels.

As for Eldar...no idea.
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Old 07 Jan 2010, 18:58   #3 (permalink)
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Default Re: allies rules? did i miss something?

Eldar don't use allie rules...maybe they did in 3rd ed, but certainly not in 4th.

In 3rd Ed you had the Chapter approuved Kroot merc which indicated with which army it could ally though.
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Old 07 Jan 2010, 19:44   #4 (permalink)
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Default Re: allies rules? did i miss something?

so if say i wanted some inquisition allies, id find the corresponding info the that codex?
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Old 07 Jan 2010, 19:57   #5 (permalink)
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Default Re: allies rules? did i miss something?

Quote:
Originally Posted by Angels Incarnate
so if say i wanted some inquisition allies, id find the corresponding info the that codex?
Correct, however it's codices. You could ally with either Daemonhunters or Witchhunters each has it's own codex.
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Old 11 Jan 2010, 17:39   #6 (permalink)
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Default Re: allies rules? did i miss something?

Regardless of which you have, they both have the same restrictions.

1. Space Marines cannot be allies in a Witch/Daemon Hunter's force if the primary Hunter's force contains Battle Sisters/Grey Knights.

2. You cannot take Heavy Support options if you use the Witch/Daemon Hunters as allies.

3. To take Witch/Daemon Hunters as allies, no more than 0-1 HQ, 0-2 Troops, 0-1 Elites, or 0-1 Fast Attack choices from the respective Codexes may be made.

4. Some other restrictions apply depending on the units you take (e.g. Daemonhosts cannot be present in the same force as Grey Knights and require the presence of an Inquisitor; must have a Priest present to take Arco-flagellants; no more than 1 Assassin per force; etc.)



If you wanted to, you could have Grey Knight Terminators as the 0-1 Elite and a unit of Battle Sisters as part of the 0-2 Troops you can have, allied with Space Marines you can do so. If you wanted to have Grey Knight Terminators from the Daemon Hunters Codex, and an Imperial Assassin as an Elite from the Witch Hunter's Codex, and an Inquisitor Lord from either as part of the 0-1 HQ allied with your Imperial Guard, you may do so.




Eldar never had ally rules, I don't know what you're talking about (not even in 3rd). If you wanted to play a 4-way game with Tyranids and Necrons vs Eldar and Witch Hunters, hell, go for it. Who cares what the fanboy says about "Eldar and Witch Hunters would never work together!"
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Old 11 Jan 2010, 23:06   #7 (permalink)
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Default Re: allies rules? did i miss something?

If you wanna read those rules yourself they can be found on Page 21 in the daemonhunters codex. I don't know the Witchhunters as I've never cared for the SoB. Third edition left bitter tastes when I mopped the floor with them and never noticed my side getting hurt. Then again third edition blood angels back then we're considered downright unfair.
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Old 12 Jan 2010, 00:26   #8 (permalink)
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Default Re: allies rules? did i miss something?

Quote:
Originally Posted by HijiriOni
If you wanna read those rules yourself they can be found on Page 21 in the daemonhunters codex. I don't know the Witchhunters as I've never cared for the SoB. Third edition left bitter tastes when I mopped the floor with them and never noticed my side getting hurt. Then again third edition blood angels back then we're considered downright unfair.
The Witch Hunters rules are identical as far as allies go.

There's a night and day difference. Battle Sisters were my second army, and I started them almost the same time I started Tyranids. My very first model was the old Canoness; still got it. I couldn't win a single fight until the new Codex came out, and I wasn't able to win consistently until I was told to look at Acts of Faith.

For one thing, the SoB basic BS is 4 and the elite of the Sisters have WS:4. Acts of Faith make all the difference in the world. In addition, the SoB defy every bit of "norm" that's out there. They combine the best of MEQ and GEQ. For supposedly good anti-Marine weapons, it's a waste because they come in a good deal of numbers. For anti-infantry weapons, it's also worthless because they have a 3+ armor save. They have the stats of elite Imperial Guard, with weapons and equipment of Space Marines.

When you place 40-70 models on the board, the opponents get seriously confused if they haven't faced Sisters before or often. Because it just doesn't seem right to have that many models in power armor. At first, they think, "GEQ. GEQ, lots of numbers, meaning low skills, not good equipment, and poor armor."

And near the end of the game, they think, "MEQ. Definitely MEQ."

And at the end of the game, they're screaming, "NO! THIS ISN'T FAIR!!! WHAT ARE THEY? MEQ OR GEQ?"

The basic point cost of a Guardsman is 5 points. The basic cost of a Space Marine is 15. Basic cost for an Eldar Dire Avenger is 12. Battle Sisters cost 11 points.

Acts of Faith takes that counterbalance of MEQ + GEQ and defies what is normal. For example, if you are few in number, 7 or less, you can give the Sisters an Invulnerable Save equal to their Armor Save in a single given phase (yikes! 3+ Invul save?). Alternatively or in addition to, you can make them Fearless. And/or you can increase their Initiative by +2 (total 5).

If they're still in good numbers (7+), you can do a number of things. Make their shooting or close combat attacks Rending without the +D3 vehicle penetration (take 6 flamers to Terminators and see how that goes). You can give them +2 Strength in combat (can't combine with +2 Int).

Any of these Acts of Faith may be combined, provided you have the Faith Points. So, when you start putting things together, you can make an extremely devastating force.


Example. Take a Priest (expensive, but all failed hits in combat may be re-rolled in the first turn), join to Celestians (the elite, always hit on 3+ regardless of WS). Give the Priest a Brazier of Holy Fire (one-shot flamer, counts as CCW), the VSS (Veteran Sister Superior, unit leader) a Brazier of Holy Fire. Give the unit a Heavy Flamer and a regular Flamer. Add a Canoness with Litanies of Faith and also a Brazier of Holy Fire.


Walk up to 10 Terminators that just came out of Deep Strike.




Flame them, making the attacks Rending.




Charge the Survivors (should be 4-5 left).




Make your Attacks Rending.
Increase your Strength by +2. Strike at Int 1.
Re-roll any failed Hits. Hit on 3+.
Use Litanies of Faith to give models 3+ Invul Save.
Lose 2-3 models and watch the opponent cry.
If you get a little over average, there shouldn't be a Terminator left.




You just witnessed 11 models at Str:3, T:3 with 4 flamers and a HVY Flamer kill 9 Terminators in one turn.


What I have given in these diagrams is nicknamed the "Divine Flame". This could be useful if you have these models in a Guard Army. You can easily sacrifice one of the Celestians and stick them all in a Rhino.


The strength in Battle Sisters lies in short-ranged fire power, coupled with very good killing power in combat, and usually the ability to survive to get there. anywhere you can take a Heavy Flamer you can sometimes take a Multi-melta. Anywhere you can take flamers you can take meltaguns.



Not to mention, the Exorcist is a fearsome beast to behold in action. Cheaper than most Predator and Dreadnought variants, yet can pack a whole lot more punch.


------------

Now that I think of it, shouldn't this be in the Inquisition section?
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Old 12 Jan 2010, 15:22   #9 (permalink)
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Default Re: allies rules? did i miss something?

Good answers Colonel Marksman. His first post has the rules on allies that the OP was looking for. The second one has burning. I approve of both.

karma given , thread locked.
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