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Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)
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===Elites=== *'''Ogryn Brute Squad:''' 3-10 Ogryns with big sticks, flak armour and frag grenades. That's it. But the beauty of this in how they can be customised. You can buy power weapons, boarding shields or combat shields and get something equivalent to Bullgryns. Buy ripper guns and you've got normal 40k ogryns. You can even buy Heavy Bolters, that become 18" range assault weapons when held in their hands!!! However, the rules do say that each model may only buy one option from the list, so you cannot load up on cool shit, but you are allowed to mix and match. The only upgrade that is universal across the whole squad is Carapace Armour ''(which can be upgraded using Provenances to create [[Awesome|power armoured Ogryns]])'' which for a flat cost is always worth it. Consider what effect the army provenances will have on them before you build them, but the combinations are nearly endless. **Shields are a tricky one; individually, a 6++/5++ invulnerable save at a cost of taking any improvement in damage output is absolutely not worth it. ''(Unless you take Tainted Flesh because they get enough rules to handle themselves)'' '''That being said...''' if the majority of the squad ''([[derp|thanks to the FAQ]])'' are equipped with Boarding Shield then it has a similar effect to Defensive Grenades, making the whole squad resistant to incoming charges. A 'frontline' of shields and 'rear rank' of axes works better than a pure unit of either. Cyber-augmetics plus shields give a 4++ in assault - pretty good on something as tough as an ogryn. **Additional CCW is expensive at 10 points '''EACH''' for just one extra attack. If that's all you wanted remember that the ''Feral Warriors'' provenance gives them an extra attack <u>a flat cost to the whole army</u> **Power Weapons are your most expensive option by far, but they also grant the 2 weapon bonus as well as beefing the unit with killy stuff. Axes become preferred here because even if you strike last, a model equipped with one is still likely to survive and beat down a marine or two. Maces tend to work alongside ''Gene-Crafted'' because of S8 and a chance at instant death, but a sword would strike at I4 as well so remains a good option. Kitting out a whole squad necessitates creating a Deathstar unit though. **Lascutters should be avoided unless you are specifically trying to build up a set of Big Daddy clones [[Your Dudes|or something themed like that]], as they negate all the benefits of being an Ogryn. **Guns are really up to you, as the models are already there for it. But having BS2 is not encouraging, massed S5 firepower can be found more cheaply and accurately in Fire Support squads or Leman Russ squadrons. *'''Imperialis Auxilia Medicae Detachment:''' 3-6 guardsmen with medipacks and laspistol/CCW that can only be attached to command squads, grenadiers, regular militia infantry and fire support squads. They have no customisation beyond whatever provenances you take. You just deploy them separately to squads and get ''Feel No Pain (5+))''. You are allowed to double up if you want to make certain a squad doesn't lose the rule. **Unlike Legion Nartheciums, the Medi-kits do not have restrictions on who receives the benefit of the rule. Although you can only attach Medicae to specific squads, you can then attach another character to that unit to gain the rule. This can be useful if you take a Knight Errant, or field an Army of Dark Compliance (see below) and want large militia squads backed up with a space marine character. ***This might also apply to certain Primarchs, as [[Horus|there]] [[Lorgar|are]] [[Roboute Guilliman|four]] [[Vulkan|Legions]] who are sworn brothers to the Imperial Army that could attach a Primarch to a large militia squad and gain Feel No Pain from attached medic, while also making them Fearless in return. *'''Enginseer Auxilia:''' one of the few squads that gains no benefit from your provenance, so it is what it is. You get 1-3 Enginseers and 4-8 Servo-Automata, which are basically more customisable T5 servitors that can take cool guns like phased plasma fusils or flamers. Enginseers can take invulnerable saves and graviton/volkite weapons if they want, and they can fix stuff and gain bonuses for each servitor with a servo arm in the unit. **Enginseers are one of the few units that can take Augury Scanners which, after the latest FAQ, gives them Interceptor on everythin. Full stop. This makes Enginseer Auxilia one of the only ways to counter deep striking squads with Multi-Meltas or plasma-fusils. ''(Yes, Marine Heavy Support squads can do this bigger and better, but Enginseers can do it from the Elites slot and at peanuts per model!)'' **This unit is particularly useful in a cult horde list as it's unaffected by the provenance's enforced snap-firing, meaning this is your only infantry unit that has a chance of hitting a barn door at range. Take phased plasma-fusils plus the -1AP WL trait and drink the tears of anyone spamming Terminators or MEQs in artificer armour. Your dream of removing a deep striking Cataphractii unit in its own turn with 24 S6 AP2 shots? Fulfilled.
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