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-   -   Allied Detachment Advice/Guidelines? (https://www.heresy-online.net/forums/40k-tactics/114241-allied-detachment-advice-guidelines.html)

Galahad 07-16-12 03:06 AM

Allied Detachment Advice/Guidelines?
 
What are some good rules of thumb for designing allied detachments?

How many points should you invest in it? I'm thinking no more than a third to maaaybe half your points in a big game.

Has anyone thought of creating allied detachments essentially in a vacuum, just as a sort of snap-on module that you can plug into any given list? (for example, a 500 point detachment you could use to turn a normal 1k list into a 1500, or a 1500 into a 2k?)

Magpie_Oz 07-16-12 04:15 AM

I'm doing the modular thing.

I am coming up with a Fire Support, Deep Strike, Flyer and CC specialist detachments and then building up an army from a central core.

Like you say working out how much to invest is a bit tricky.

ohiocat110 07-16-12 07:29 PM

I don't think allies is something you can just write up a formula for. It will vary greatly depending on the primary and allied armies, and what you're trying to do. Some lists you'll take minimal HQ and Troops allies to unlock a juicy Elite or Heavy slot. Other times you might want the HQ and both allied Troops slots as your main scoring units.

It's just a new wrinkle in the fundamentals of list building. As long as you cover all the bases as far as unit roles, it doesn't much matter what's primary and what's allies. Do you have your anti-armor? Scoring? Anti-2+? Anti-flyer? Anti-horde? That's what's really important.

VanquisherMBT 07-16-12 07:39 PM

I'll be going for about 1/4-1/2 worth of my points, but won't really be taking allies for any particular tactical reason, simply for the fluff, asthetics and fun of doing it.

From a tactics point of view my allies depend on my main army, my opponent, the mission and the terrain, just like my main army list depends on those

Nave Senrag 07-16-12 10:09 PM

Unless your army is seriously handicapped in one or more aspects (Tyranids), has a small stable of units that tend to be worth taking (like nids), and can field those units cheaply (still nids..... I'm noticing a problem), I don't think that spending more than 1/4-1/3 of your points at 2000 is a good move.

Magpie_Oz 07-16-12 10:14 PM

Quote:

Originally Posted by Nave Senrag (Post 1263914)
(still nids..... I'm noticing a problem)

The problem being that 'nids can't have allies?

Nave Senrag 07-16-12 10:34 PM

Quote:

Originally Posted by Magpie_Oz (Post 1263917)
The problem being that 'nids can't have allies?

Pretty much. I understand GW's reasoning, and I agree. The only problem I have is that nids are probably the army that would gain the most from having allies, and the army that gets screwed the most from not having them.

Galahad 07-17-12 03:16 AM

I think 500 is a good size to shoot for. 1/3 of an average game, 1/4 of a large one and a perfect snap-on module to bring a normal list up to a higher point bracket for pickup games.

Obviously if you;re going for a serious competitive list design you;ll be tailoring every element perfectly for the armies and presumed enemies...but if you just like having a bunch of lists ready for any game why not come up with a forumla?

I'm noticing because of the compulsory crisis hq (not that you wouldn't want one) and fire warrior troop it's hard to come up with a decent tau detachment that's anything more than just fire warriors, a crisis commander and maybe a railhead or a couple broadsides

Magpie_Oz 07-17-12 03:21 AM

Quote:

Originally Posted by Galahad (Post 1264059)
I'm noticing because of the compulsory crisis hq (not that you wouldn't want one) and fire warrior troop it's hard to come up with a decent tau detachment that's anything more than just fire warriors, a crisis commander and maybe a railhead or a couple broadsides

BING ! Ain't that the truth. I was looking at some kroot to be a cheap way around it but they are too scruffy for my army.

Iron Angel 07-17-12 03:28 AM

The only two detachments I am considering are going to be fluff-based, and will simply match other units in other codexes.

For instance, the idea I stole from Da Joka. C'tan plus converted Humans as Necron Cultists. use Codex: Chaos Space Marines, Daemon Prince rules for C'tan, Chaos Cultists as Necron cultists.

Or Overmatrix, unique Spyder, as an Ork Warboss. It transfers commands to the Mindshackle Clutch embedded in the skulls of captured enemy children to use as shock and horror troops against their own kind, aka, counts-as Gretchin. Makes perfect sense, if Overmatrix and the Control Module (Runtherd) die, the control over the children starts to fade, and they flip out and run away.


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