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Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)
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==Why Play Imperial Militia and Cults== While not an overly powerful army, it is one of the most customisable armies you'll ever find <s>outside of</s> including 40k [[Warhammer 40,000/Tactics/Renegades_And_Heretics(8E)|Renegades and Heretics]]. These guys represent the mish-mash of military units found across the galaxy before anyone sat down and formalized the Imperial Guard (and sometimes before they were part of the Imperial Army). Remember all those Exemplary Battles of [[Great_Crusade|Astartes vs non-compliant humans]]? This is the perfect list to model them - the ''true face of the Great Crusade''. So you can build an army of cyber augmented Skitarii wannabes, a feral world regiment of jungle warriors, a pre-compliant civilization or even a full-fledged [[Chaos Cults|Chaos cult]]. Because of the sheer range of options available to you which can radically change both the appearance and function of the units under your command, you can even use models that you wouldn't otherwise consider to take into a 40k environment: If you want to maintain a low-tech/high-tech contrast then why not use fantasy Empire models for the [[Praetorian_Guard|fancy uniforms and muskets]] and even have them as crewmen for your Leman Russes or Earthshaker guns? Similarly if you are using the ''Abhuman Helots'' and/or ''Tainted Flesh'' provenances why not just take Fantasy Beastmen models? or even Skaven models if you want to go a bit more steampunk/alchemical? And, I bet no one ever told you this, but if you take the provenances of ''Abhuman Helots'' and ''Survivors of the Dark Age'', you get... [[Squat|SQUATS]]!!! THEY'RE BACK, BABY!!! Then you'd just need to find a player who's masochistic enough to let you use your 30K army list, warlord traits and rules against their 40K army, all in the name of nostalgia of course... *'''Pros''' **Insane customisation options and the chance to model things you couldn't do with other armies. **The ability to build a list tailored to your playstyle; large squads of footsloggers, or with ''Survivors of a Dark Age'' smaller mechanised units. **Cheap and large scoring units that do not confer any points to your opponent for killing (it costs 60 points to get 20 Guardsmen-equivalents) **A good modicum of firepower with large heavy weapons squads, artillery and access to Leman Russ squadrons *'''Cons''' **Without the right Provenances or correct placement of characters, you have poor Leadership across most of your units. Also, aside from Ogryns, nothing but melee-oriented Provenance choices is really going to allow you to enter melee on "good" fighting odds with even basic Marines in general. Get in to close combat ''very, very carefully''. **Even with the huge amount of customisation options you have only a few choices of unit per FOC slot and some of them can be entirely written off or made compulsory depending upon your Provenance selection, leaving you with less room to do your own thing. **It's more of a side note, but there are a mass of misprints in the army list that means you need to be a bit liberal in your interpretation. An example would be the Rogue Psykers not having a points cost, or Grenadier Squad starting off with Auxilia Rifles but [[Fail|only being allowed to replace their non-existent Lascarbines]], makes the entire thing feel rushed and not up to the standard of most Forgeworld stuff. Make sure you don't play [[That Guy]] with this list, you've been warned. **Unless you're playing a Traitor horde-oriented Provenance list, everything you can do, Space Marines will likely have a unit, ruleset, or somethingorother that will do what that unit is intended to do just as well, if not better for the cost (simply due to HH being focused mostly about Space Marines at the height of their military power and their galaxy-wide family squabble in general). You just gotta accept it.
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