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6th Edition Ally Levels

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6th Edition Ally Levels Empty 6th Edition Ally Levels

Post  dusktiger Thu Jun 28, 2012 1:55 am

so, i went to edit my original post and realised i *somehow* started it in the thunderdome section. wierd. anyways, this is the lists by rank:

SPACE MARINES ALLIES:
Battle Brothers - these allies are truly friends and benefit from each other's Universal Special Rules, psychic powers, and everything, they act as one force.

  • Black Templar
  • Blood Angels
  • Dark Angels
  • Imperial Guard
  • Space Wolves
  • Tau
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Eldar
  • Grey Knights
  • Sisters of Battle
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Dark Eldar
  • Necrons
  • Orks

CHAOS MARINES ALLIES:
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Daemons
  • Imperial Guard
  • Necrons
  • Orks
  • Tau
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Dark Eldar

ORK ALLIES:
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Chaos Marines
  • Imperial Guard
  • Necrons
  • Tau
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Daemons
  • Dark Angels
  • Dark Eldar
  • Eldar
  • Grey Knights
  • Space Marines
  • Space Wolves

GREY KNIGHT ALLIES:
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Black Templar
  • Blood Angels
  • Dark Angels
  • Eldar
  • Guard
  • Necrons
  • SoB
  • Space Marines
  • Space Wolves
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Dark Eldar
  • Orks

SPACE WOLVES ALLIES:
Battle Brothers - these allies are truly friends and benefit from each other's Universal Special Rules, psychic powers, and everything, they act as one force.

  • Black Templar
  • Blood Angels
  • Imperial Guard
  • Space Marines
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Dark Angels
  • Eldar
  • Grey Knights
  • Sisters of Battle
  • Tau
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Dark Eldar
  • Necrons
  • Orks

TAU ALLIES:
Battle Brothers - these allies are truly friends and benefit from each other's Universal Special Rules, psychic powers, and everything, they act as one force.

  • Eldar
  • Space Marines
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Black Templar
  • Blood Angels
  • Chaos Marines
  • Dark Angels
  • Grey Knights
  • Imperial Guard
  • Necrons
  • Orks
  • Space Wolves
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Chaos Daemons
  • Dark Eldar
  • Sisters of Battle

SISTERS OF BATTLE ALLIES:
Battle Brothers - these allies are truly friends and benefit from each other's Universal Special Rules, psychic powers, and everything, they act as one force.

  • Imperial Guard
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Blood Angels
  • Dark Angels
  • Grey Knights
  • Space Marines
  • Space Wolves
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Black Templar
  • Dark Eldar
  • Eldar
  • Necrons
  • Tau

NECRONS ALLIES:
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Chaos Marines
  • Grey Knights
  • Orks
  • Tau
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Black Templar
  • Blood Angels
  • Dark Angels
  • Imperial Guard
  • Sisters of Battle
  • Space Marine
  • Space Wolves

IMPERIAL GUARD ALLIES:
Battle Brothers - these allies are truly friends and benefit from each other's Universal Special Rules, psychic powers, and everything, they act as one force.

  • Black Templar
  • Blood Angels
  • Dark Angels
  • Sisters of Battle
  • Space Marines
  • Space Wolves
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Chaos Daemons
  • Chaos Marines
  • Eldar
  • Grey Knights
  • Orks
  • Tau
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Dark Eldar
  • Necrons

DARK ANGELS ALLIES:
Battle Brothers- these allies are truly friends and benefit from each other's Universal Special Rules, psychic powers, and everything, they act as one force.

  • Black Templar
  • Blood Angels
  • Imperial Guard
  • Space Marines
Allies of Convenience - these allies will fight together if they have a common foe, they do not get to benefit from each others USR or powers, and in effect act as independent armies on the table.

  • Eldar
  • Grey Knights
  • Sisters of Battle
  • Space Wolves
  • Tau
Desperate Allies - these allies only fight in dire straights and gain no benefit from each other. you must roll a d6 at the start of the turn. if the roll is failed, your allies do nothing for the turn as they are too busy eyeballing you for betrayal.

  • Necrons
  • Orks


Last edited by dusktiger on Thu Jun 28, 2012 10:17 am; edited 2 times in total
dusktiger
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Post  Roland Thu Jun 28, 2012 9:22 am

ok, this makes a little more sense.....

Don't like Daemons and CSM not being battle brothers. Just wrong.

I do like the differences based off the "home" army (Tau/SM are battle brothers, but SM/Tau are 2nd tier)
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Post  dusktiger Thu Jun 28, 2012 10:16 am

whoops! that was a typo on my part beau; they're battle brothers both ways. i'll fix that right now Embarassed
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Post  Lore Weaver Thu Jun 28, 2012 10:17 am

Geeeeez Mike, it's like you've got something on your mind that's coming up soon.

Do they have Warhammer in Wadena?
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Post  dusktiger Thu Jun 28, 2012 10:21 am

lmao! oh man, this week's been hell for my sanity. between getting wedding stuff ready and work effectively increasing my work load to that of 2 people but still get it done in the same amount of time as before, my brain feels scrambled. Shocked
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Post  Roland Thu Jun 28, 2012 10:34 am

So they're prepping you for married life?
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Post  Rhaevyn Thu Jun 28, 2012 10:55 am

I dont like the battle brothers rules. TBH.

There are just too many units that just scream for the love of a sanguinary priest. 3 of them in fact. and a libby, and a unit of scouts.
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Post  Roland Thu Jun 28, 2012 11:09 am

I could handle BB if its the "Home" army granting its stuff to the "Allied" army and not the other way around....

Vulkan+Thundernators+Sang Priest in a Deep Striking LR?

*shrugs* It's gonna be part of the game, so I guess we all have to adapt.

I rather like how my armies are going to be with the Allies tho

Space Marines->Grey Knight or Guard
CSM->Daemons or Guard
and Orksies for fun.

The Allies rules will make it easy to transitiion to a new army too.

PS: 1000 posts, woo hoo!!
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Post  Rhaevyn Thu Jun 28, 2012 12:35 pm

Oh, i'm down for allies, i think it adds another dimension to List building, and I'll be able to use the daemons i own, as well as opens up options for increasing the collection.

However, i don't like either Blood brothers, or grudging allies rules.
Why not just give a list of possible allies and treat them as a second, separate list on the table? BB is prone to abuses, and GA penalizes players based on Fluff . both of which are not healthy for the game.
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Post  Roland Thu Jun 28, 2012 12:46 pm

Mike: Agree to both your points.

I like the new rules and it should be fun, but I'd have rather they went in the direction of a "tight" ruleset.

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Post  dusktiger Thu Jun 28, 2012 3:04 pm

i think the overall effect is neat. it gives room for more narrative games; immagine if we have 2 guys playing and they both bring bregrudging allies and rool poor on both so they just sit there and your both stuck going "oh crap...". that could be a fun amusing game.

and sang priests sound like theyre getting nerfed mike; some of that stuff says its dropping to a 5+. so now you're in a 33% instead of 50% FNP save.
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Post  Lore Weaver Thu Jun 28, 2012 4:41 pm

dusktiger wrote:and sang priests sound like theyre getting nerfed mike; some of that stuff says its dropping to a 5+. so now you're in a 33% instead of 50% FNP save.

It's still amazing for the points... Almost a requirement in fact. We'll see how it plays. The concept of having shooty 'crons backed up by an Ork Warboss in Mega Armour and a Nobz Squad in a Battlewagon.... Beefy.
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