Author Topic: The “Allies Tax” and Internal Codex Force Multipliers  (Read 811 times)

Sir_Prometheus

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The “Allies Tax” and Internal Codex Force Multipliers
« on: August 30, 2012, 12:47:37 PM »
Allies have been on my mind a lot, mostly becuase, like most experienced 40k players I have more than one army (Tau, GK, and a dash of silver marines for the old daemonhunters ally rules, FYI) and there are obvious advantages to it. It’s one of my favorite things about 6th ed, btw, as it breaths new life into old armies, and it gives people like me that have mostly complete armies an excuse to buy “just a few” of some new army….which will probably segue into an entire army at some point. (which of course is GW’s plan, but I forgive them their mercantile intent driving rules this time; it’s just too fun)

This has been mostly a GK blog so far, but truth be told most of my time has been spent thinking about Tau….they have new viability with the change to rapid fire more general vehicle changes (massed str 5 is a vehicle killer now). However, unlike GK, which are pretty well self contained, Tau almost need allies because their weaknesses are so profound (assault and anti-psychic, lack of flyers).

I think we can assume for the sake of argument that ALL armies have something that potential partners will want; even Black Templars have cheap 5 man las/plas squads, terminators with tank hunting cyclone launchers (and a double dose too), and 20 point cheaper typhoon land speeders.

But there’s a cost here: obviously we have to buy 1 HQ and 1 Troop, and just obviously, not all HQs are created equal. HQs are usually not nearly as “points efficient” as regular troops — one of the main mistakes new players tend to make is over-tooled-up, bloated HQs– but most provide a decent “punch” that let you enforce local dominance in a small section of the field. Troops can vary everywhere from fastastic, as capable as the elites of other armies, to near wastes of points that people have always felt forced to take. We’re going to call these mandatory HQs and troops the “Tax”, which will be low when things are either cheap or super effective, or high when they’re useless.

There’s a second, more subtle factor going on that is probably under appreciated, though. Internal synergies and force multipliers, ways in which the army is meant to support itself. A good example would be Tau markerlights. These are pure force multipliers, and they obviously work better if you have a certain mass of Tau to utilize them properly. So, you’re unlikely to get much use out of markerlights in a small ally force, and conversely, by adding allies into a Tau army you’re creating some portion of your force that can’t use them. Less obvious internal synergies include things such as SW Wolf Guard and BA priests (both of which require an Elites slot) and Necron courts (which are a free slot, but still need units to put them in).

These are just things to keep in mind when adding allies into your list…..it’s fun and exciting but you are usually paying a premium to do so. It’s good to understand what that cost is and make sure it’s worth it.


The rest of the article is at http://prometheusatwar.com/2012/08/the-allies-tax-and-internal-codex-force-multipliers-or-the-cost-to-take-allies-in-6th-ed/ I just don't want to format all the heading and whatnot here.

MM3791

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Re: The “Allies Tax” and Internal Codex Force Multipliers
« Reply #1 on: August 30, 2012, 02:28:00 PM »
Tau have a very old codex, I would wait until the new one comes out until you rule on force multipliers and troop tax. Rumors say they are expected to be the 1st codex of 2013.

Mad Dok Rob

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Re: The “Allies Tax” and Internal Codex Force Multipliers
« Reply #2 on: August 30, 2012, 03:54:41 PM »
You question all the love for the Ork Big Mek, I can give you three reasons (mind you, I do not run my Big Mek as much anymore)

1) Can repair hull points...at 35 pts, that is really cheap

2) KFF, not as great as before, but as long as one model is in the KFF, due to the wording, the entire unit gets the cover save.  Not super powerful, but nice.

3) KFF + Night Fighting.  Since KFF is a cover save and night fighting gives a bonus to cover save it has a nice synergy to it.  Instead of starting with a 7+ cover save, you get to start with 5+ before night fighting.  At 24-36 inches that is a 3+ cover save.  Yea!  Marine Armour on Orks!!

Bonus Reason: A Big Mek with Mega Armour can have 2 PKs.  That was one of my favorite models to konvert.
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Sir_Prometheus

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Re: The “Allies Tax” and Internal Codex Force Multipliers
« Reply #3 on: August 30, 2012, 04:57:56 PM »
Tau have a very old codex, I would wait until the new one comes out until you rule on force multipliers and troop tax. Rumors say they are expected to be the 1st codex of 2013.

Dude, I'm a Tau player, I know.  I'm fairly comfortable making a blog post that will only be relevant for the next 5-8 months.   ;D

You question all the love for the Ork Big Mek, I can give you three reasons......

Yeah, I get it, and thanks for the input, especially since I'm NOT an ork player.  It's not that the KFF doesn't have things going for it so much as I see a lot people mention it like it's an auto-take....which seems to me a case of "stuck in 5th ed thinking". 

Mad Dok Rob

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Re: The “Allies Tax” and Internal Codex Force Multipliers
« Reply #4 on: August 30, 2012, 05:15:33 PM »
You question all the love for the Ork Big Mek, I can give you three reasons......

Yeah, I get it, and thanks for the input, especially since I'm NOT an ork player.  It's not that the KFF doesn't have things going for it so much as I see a lot people mention it like it's an auto-take....which seems to me a case of "stuck in 5th ed thinking".

That I don't understand why people think it is an auto-take.  In 5th it was.  I haven't even bothered to run it in 6th.  The Mega-armoured Warboss or MA Big Mek is a much better choice.  Heck, I have been using a WarpHead as a 2nd HQ choice when I need one instead of the KFF.
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MM3791

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Re: The “Allies Tax” and Internal Codex Force Multipliers
« Reply #5 on: August 30, 2012, 06:05:42 PM »
Btw, Kroot, Vespid, and other xeno allies that were always in the Tau codex could never use markerlights so I think your point is moot. Tau have been using allies 2 editions before anyone else ;)

Sir_Prometheus

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Re: The “Allies Tax” and Internal Codex Force Multipliers
« Reply #6 on: August 30, 2012, 06:39:02 PM »
Btw, Kroot, Vespid, and other xeno allies that were always in the Tau codex could never use markerlights so I think your point is moot. Tau have been using allies 2 editions before anyone else ;)

How does that make my point moot?  Just because it was true before doesn't make it any less true now, does it?  It was also used as an example of an codex only force multiplier....being able to mess it up doesn't change that. 

Anyway, it's only Kroot....vespids can use markerlights as long as they have their sarge.  (not that anyone took them)  Their are no "others" atm.