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===Fellow Warriors=== *'''Alpha Legion''' 20 strong Tac Squads that infiltrate on point? Yes please! This said, unless you're looking to take some armor as well, Raven Guard does it better, since they can call in deep strikers. Really it all comes down to how badly you want to field that Sicaran/have a Dreadnought Talon broing it up with your Castellax. *'''Emperors Children''' *'''Night Lords''' *'''Death Guard''' *'''World Eaters''' *'''Word Bearers''' *'''Generic/Other''' *'''Custodes''' *'''Sisters''' *'''Imperial Army''' May act as objective-bench warmers; possibly bring ordnance onto the field? **Though with the increased squad size of Tech-thralls, this may not be such an issue now. ***[[Warhammer_40,000/Tactics/Solar_Auxilia_(30k)|Solar Auxilia]] If you're taking these, you'll probably drop Tech-Thralls immediately; 100pts (Lasrifle section) for 20 man squad, Heavy2 36", overwatching on BS2, likely to get WS4 and 4+ save is pretty good in anyone's books. Though it has LD8/7, being able to always regroup is pleasant. Also, Lasrifle Sections come stock with a nuncio-vox, which can help your Thanatars and deep-striking Thallax/Ursarax a lot, freeing up your cyber-occulari to focus on their other forms of mischief, or saving you the trouble of getting the djinn skein altogether, if that's what you were planning to use those for. Alternatively Veletaris offers you some pretty nice potent short range fire power, but any variation of Mechanicum is hardly lacking in that. What you want from an allied choice is most likely cheaper barrage/template options than the Thanatar. The Rapier battery can see this pretty well, with the Quad mortar option filling this best: 60pts for small template spamming with pinning, uniquely possessing a shorter ranged direct fire option which rerolls armour penetration. This takes an elite slot, but you would not be missing anything else in this, probably. The Artillery battery, though durable, is pricey compared to Vanilla guardsmen options (presuming Imperial-Army vanilla will use Chimera based Artillery). ***Alternatively you may consider the Malcador. Yes a Superheavy as a heavy support option, and a fast super-heavy at that! It costs 5 points less than the Thanatar, you get 13/13/12 HP6 and 3 autocannons (Multi-laster and Hv.Flamer is free) alongside a Leman-Russ cannon, so you could leave it at that. If you feel like dropping 30 points you could get a Demolisher cannon and a Battlecannon firing at the same time (though, you would have to convert either Lascannons to a battlecannon or a hull gun to a demolisher if you're not performing a complete scratch build). If you wanted to fork out 10 more points you could the drop the fast property and ram your self up to front 14, you could then ram Flare shield and Armoured Ceramite, totaling up to 320 pts for vehicle that will take ALOT of shit forward facing and at 6 Hull points you'll be taking that for a while. ***[[Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)|Imperial Milita and Cults]] have a dizzying array of options for you to take. You can make Pseudo-Skitarii with a combination of ''Survivors of the Dark Age'' and ''Cyber Augmented'', or even get some cultist support if you're playing Dark Mechanicum. Generally they seem to be similar to the Imperial Guard from 40K, in that they have a large number of expendable soldiers backed by tanks, so take them if you want more bodies on the ground. Seriously consider which Provenances of War you give them, generally you will be wanting them to stay in place and camp objectives, so Abhuman Helots with Discipline Collars will work wonders, and if they have Cyber-Augmetics then they count as Sworn Brothers! *'''[[Warhammer 40,000/Tactics/Questoris Knight Crusade (30k)|Knights]]'''
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