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Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)
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===Heavy Support=== *'''Rapier Battery:''' Your entry level artillery unit. You start out with quad multilasers which have all the sixes. You get six twin-linked shots at S6 AP6 at a range of 36" ''(6x6)'', so is very good at taking out infantry. You can swap this for a quad heavy bolter for free, which would be better against GEQ units due to the superior AP value. If you're looking for anti-tank then you can buy laser destroyers, which are 48" S9 AP1 twin-linked Ordnance, which are excellent even considering the the shitiness of the men firing them. If you want to annoy your opponent, then the most expensive option is the quad-mortar (thudd gun), which fires of four ''pinning + shell shock'' S5 small blasts each, so a battery of them will pepper the battlefield. While they may have poor AP and average strength for a heavy weapon, they can consume a chunk of time to resolve and give you a psychological advantage over your opponent as he gets frustrated with so many templates and wants you dead. Overall Rapiers are good and cheap, but at only Ld 6 and flimsy guardsmen crew they are going to fall over if something looks at them funny. **Regarding longevity, remember that if the unit falls back, they abandon the gun which means it is permanently lost even if they regroup later. So morale boosting upgrades/provenances become your main priority. Don't worry so much about armour plating them, because the gun already has T7 and a 3+ save. ***Funnily, "Cult Horde" isn't as terrible for them because the quad laser/bolters can still snap fire twin linked, so can still potentially hurt something, yet because they are ''Artillery'' they are prohibited from declaring a charge, so can remain safely in position. ***"Alchem Jackers" can be a godsend, since it pins the unit when they suffer shooting morale checks instead of running away, meaning you don't automatically lose the gun, and still be able to shoot with quad guns on the same turn by snapfiring. While this has little benefit in melee, if your rapier gets caught up in close combat it's going to be dead soon anyway. *'''Heavy Ordnance Battery:''' Immobile Earthshaker guns each with 4-8 crewmen who are subject to your provenance. If you're taking these hopefully your army has good leadership modifying rules since the crew only have LD 6 and will abandon the gun if they have to fall back. Either keep these WELL out of the way, or bump their leadership as high as you can. You swap the Earthshakers for Medusa Siege Guns, which is more cost for the same risk, but you gain the option of buying Breacher Shells. **Breacher Shells are S10 AP1 Armorbane. When combined with the regular ordinance blasts of the Medusa, these batteries are one of your best sources of anti-tank. **Unlike the rapier batteries, there is no way to snap fire with these guns, being both "Blast" and "Ordnance". So pinning the unit will effectively neutralise it. Taking "Cult Horde" with them makes you an idiot. **Because as long as the gun is alive everyone is T7, but only the closest model tanks all the shots, consider an Aegis defense line to shield your artillery. *'''Carnodon Strike Squadron:''' Predators on a budget, they are only BS3 and have AV12 on the front, but at 60 points each when their Heavy Bolter/Flamer sponsons are free you can fit a whole lot of dakka into a small list without having to buy any additional upgrades for them. They come in squadrons so you can scale up to suit your points allowance, and you can replace those sponsons for autocannons to have the same S7 coverage all around. There isn't a whole lot to mention here, since the tank itself is nothing spectacular and has few options for upgrades. The main draw is their value. **Yes, the actual model comes with the option to swap for multi-lasers, volkites and lascannons, but Imperial Militia don't have those options. Autocannon turrets with bolter/flamer/autocannon sponsons only but at least that stops the unit from becoming a points sink if you invest too much into them. If you want more guns on a bigger budget then consider Leman Russes instead. *'''Battle Tank Attack Squadron:''' Leman Russes, everyone's favourite, chosen from the vanilla, annihilator, exterminator, demolisher and vanquisher flavours. They've only got access to Heavy Bolter and Flamer sponsons (which is still better than the Solar Auxilia, who get no sponsons at all), but hilariously they can replace the hull gun with a multilaser, which might be a good idea if you're taking an ordnance tank and just want a gun for snap firing, or even as a makeshift AA gun. *'''Malcador Heavy Tank:''' bigger Leman Russes, also a fast super heavy vehicle that is not a Lord of War. You can upgrade it to AV14 on the front if you sacrifice the Fast rule, but you can also take a Flare shield which applies all over and is boosted against templates. These used to be great tanks, but after the latest FAQ removed super heavy from their profile (what the FUCK Anuj????) they are now, unfortunately, pretty useless unless. You could take something like full lascannons to circumvent this problem and keep them cheap, but it's still a long way from the high strenght ordinance blasts. *'''Mutant Spawn:''' ''(Tainted Flesh only)'' oh shi- GLARBLBLBLBL... ''Ahem'' slightly lesser than the 40k chaos version, possibly because they started out as humans and not space marines. They don't get access to marks and have only I2, however these ones have IWND and Hammer of Wrath as well as being 5 points cheaper on a per model basis, albeit with a higher startup cost like everything in HH, but you can take them in squads of ten which makes them a very potent prospect in melee. Their mutation table has also been heavily modified; taking effect from the beginning of the game and '''cannot be changed'''. Ones give them only a 5+ armour save, but at least it applies out of combat. Twos make them reroll 1s for random attacks, bleh. Threes give them Rending, so hope for this one and you can possibly have a big squad of these tearing through virtually anything.
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