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===Elites=== *'''Auxilia Medicae Detachment:''' They work essentially like Legion Apothecaries, having to split up into multiple squads to whom they confer FNP. These squads can either be Tercio squads or Command Sections. They are priced at 60 for three and then 15 for each successive one, and they can only buy Needle Pistols. **Unlike 40k, FnP is no longer restricted to Command squads! However, an attached medic will force a Lasrifle Section to footslog since they won't fit in their DT. The other valid squads present no such inconvenience and benefit a lot, either having few valuable members or having short ranged weapons that get them exposed to retaliation. ** Take them home in boxes, take them home in cases: 20 pts for FNP is ridicoulsly cheap and you should '''always''' find a room for this guys in your army both for Command Sections and Tercios. *'''Surgeon-Primus Aevos Jovan''': Serving the purpose of padding both the small Elites section of the Solar Auxilla and it's lack of special characters. Jovan is a loyalist only [[GrimDark|mad scientist]] surgeon character who once challenged the laws of ethics, and joined the Solar Auxilia. As practicing these skills was a better option than execution when given the choice by Ireton MaSade. He is essentially an upgraded Auxilia Medicae detachment. He comes with Void Armor, an MC Needle Pistol, and an AP3 Poisoned 4+ melee weapon with ID. He also gets an Auto-Gurney (granting Very Bulky and FNP 4+) and the ability to either auto-pass ONE FNP roll for his unit or recover a lost wound on a his or nearby unit within 6" at the end of each player turn (which would help Ogryns or HQs.), as well as granting a re-roll on Look Out Sir! He can buy orderlies to cover other units (each costing 15 points, while Jovan himself is 50), but all they can grab are Needle Pistols. Jovan would probably be best utilized in an already footslogging unit, as he'd take up 3 slots in any transport (Despite having a model, the Auto-Gurney is treated as a piece of equipment and not as an actual unit), and used to either to support some Ogryns (He and his Orderlies are disallowed from joining their squad. But they can benefit from Miraculous Skill if they are within six inches of his model) or a Veletaris Storm Section (see Household Retinue) with his healing or a Command Section as an insurance policy. Maybe attach him to a Flamer Section to be [[Troll|really annoying]] and tell infantry blobs to frak off. You may as well buy any nearby Sergeants and the Medicae Orderlies Needle Pistols as they are cheap sources of Poison and Rending. :*If you are unfortunate enough to be drawn into assaults, don't write Jovan off entirely due to his abysmal stats, just keep him away from the front and put his 2 ID attacks on whatever looks vulnerable (Phase Lancet isn't a specialist weapon or two-handed so his pistol gives him a second). As an example of what he can do, on average and in a Household Retinue (a good place for him to be) he'll kill a Castellax in two rounds of combat, so at least you're not completely fucked when that Paragon of Metal comes closing in. He even stands a great chance of killing it in only one round if he charges it with the squad, though unless the squad's on its last legs you don't want to do this, their Shroud Bombs already help them in case it charges. If there's only 1-3 members left though then feel free, you'll likely trade Aevos (50 points) for a Castellax (105 points absolute minimum) which is more than a fair trade. *'''Auxilia Rapier Battery:''' The same Rapier from legions, but crewed by BS3 Auxillia. Squad size is 1-3 guns with 2 crew members each and with almost identical weapon options. Comes default with a [[C._S._Goto|Quad Multi-laser]] that can be upgraded to a Laser destroyer, Graviton cannon or Quad mortar, which may use either standard Frag-munitions or Shatter-Shells (akin to Frag and Krak missiles). Furthermore, they can make up for the notoriously missing Heavy weapon teams your squads will need, providing them with ranged support, albeit they should be kept in cover. Now, regarding their weapons: **The stock '''Quad Multi-Laser''' is 36" S6 AP6 Heavy 6 and Twin-Linked. Unfortunately, it's not very good at anything, with 3 of them only causing about 4 wounds on MEQs due to AP6 being useless, and requiring Cognis-Signum support to be competent vs them. They could also be used as a light vehicle hunter, where they can chip off quite a few hull points from low AV targets, but they become useless against AV13-14. **'''Laser Destroyers''' are 36" Lascannons that gain TL, Ordnance and AP1, so they choose the best of 2 dice for penetration and add 2 to the total Vehicle Damage score, meaning anything short of AV14 can kiss its ass goodbye on a penetrating hit, or at least get permanently impaired on a 3+. However, with only 1 TL shot each at BS3, if the enemy has some form of cover/invuln you might struggle to even damage it. **'''Quad mortars''' are the "tactical" choice, and are probably the best one of the list for their cost. They can fire either Frag munitions - S5 AP5 Pinning Barrage Small Blast templates with an additional -1 to the Ld test for Pinning, that can be fired ''up to 60"'', or Shatter shells - 4 S8 AP4 shots with Sunder, which re-rolls failed armour penetration rolls. S8 may not penetrate AV14 like a Laser Destroyer, but with the same range, 4 attacks and versatility, you can glance light to mid vehicles to death. Also a solid choice against flyers in a pinch, with how many Sunder shots they can put out apiece. Don't leave home without one...[[Troll|or 12]]. **'''Graviton Cannons''' are an odd one, they're AP 4, but wound based on a Strength test which means they wound Marines on a 5+. However, their true value lies in containing the enemy with their ability to create Dangerous terrain, which your tanks re-roll. And most of Auxilia strategies rely on preventing the enemy from maneuvering/getting into melee, at the same time your Veletaris & tanks take Dangerous terrain less seriously, so strongly consider taking them. Also, they possess both Concussive and Haywire, which can both be effective to make foes strike after you (for once) or destroy vehicles. It's versatility is balanced by being the most expensive option, each gun costing what an extra model would cost, so keep that in mind. *'''Auxilia Ogryn Charonite Squad:''' These are what you get when you make Arco-Flagellants out of Ogryns. They are hella-though, being T5 3W with FnP(6) and having the basic 4+ save, meaning each can tank around 5 plasma shots before falling and thus are [[Nork_Deddog|great meatshields]] for your Commander. They have no guns...or even forearms, having [http://bioshock.wikia.com/wiki/Big_Daddy in their place] 'Charonite claws', S+1 ''AP3'' melee weapons that on a 6 to-hit become AP2 '''Instant Death''' (at I2, but that's better than Unwieldy), the perfect answer to the AdMech big guys. Issue is that they're never scoring (being Elites, this only affects them on certain missions), they can't go to ground and always have to consolidate towards the nearest enemy or make Sweeping advances, though with their I2 they're going to be the ones trying to avoid Sweep advances. Even though they're listed as Ld6, they're actually Ld9-10 because of your [http://tvtropes.org/pmwiki/pmwiki.php/Main/DepartmentOfRedundancyDepartment Commander's 'High Command'] rule, Stubborn making sure it stays that way. Which is good because they don't have access to a Bone'ead. And even if they ever fail morale, then an unengaged HQ can {{BLAM}} D3 wounds randomly off the mindless brutes, automatically ignoring the test. If you NEED walking shields, these are your guys. **Their claws are pretty brutal in melee, and being very resilient, they will mush most marines in CC. Pitted against 20 marines, 4 Auxilia Ogryns will "statistically" kill 8 of them and take only 2 wounds in return (overwatch not included). Their main caveat is their cost and the lack of any decent transport to put them in. If you want to make use of them they're going to have to be footslogging it. With this in mind, they probably work best as a guard dog for your expensive ranged firepower. Like most 30k units, a big squad costs less than 2 smaller ones, so if you were considering taking multiple units of them it might be a better idea to just bunch them together. **Compared to 40k Ogryns these are a steal, for 5 points cheaper than a similarly equipped bullgryn you get an AP3 S+1 weapon that makes them far superior as they can actually hurt MEQ. Power Mauls are also pretty unpopular in 30k as nearly everything has power-armour, so they don't have to worry about most marines being able to slap their shit before they strike. Bare in mind though that their effectiveness dwindles quickly as S10 blast count rises. One lucky Demolisher blast is all that's needed to wipe that 400 point unit out of existence, so consider pairing them with some long ranged anti-tank (looking at you, vanquishers) to clear the way for them. *'''Enginseer Auxilia:''' Keeping the 30k pricing trend, the first Enginseer + Servoautomatos cost 65, but the next group costs 40, 20 of those being for the Enginseer. The unit can add up to 2 more of them, but only 4 extra Servoautomatos and, unlike Medicae, they remain a unit. The Enginseer has access to a lot of goodies, like invuln gear (Refractor & Cyber familiar), weapons (Volk charger & Graviton gun) and equipment (Augury scanner & Nuncio vox), so they can both help your army and be useful on their own. But the best piece of equipment undoubtedly is the '''Cortex Controller''', which allows you to take either non-Paragon-of-Metal Castellaxes, which are siege-themed MCs (one of the best MC ''squads'' in the entire game) or unaugmented [[Thallax]] squads (Jetpack ogryns who aren't as good as Charonites on melee but they're cheaper and tactically flexible, with powerful ranged weapons) as optional Heavy support. More info in the [[Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)|Mechanicum tactica page]] **Their Servo-automatas are the better than the Techmarine's, on par with the Mechanicum. Not only are they dirt-cheap at 5pts or actually improve repair rolls when equipped with servo-arms, but can also equip special weapons. In fact, this squad is your major source of special weapons, namely ''super'' versatile Grenade launchers and plasma. And not just plasma guns, but Phased Plasma Fusils - that's 8 models with Salvo 2/3 S6 AP3 weapons that ''don't get hot''. Hell, 8 Haywire shots can [[Rape|kill a Land Raider]] in one volley. The other weapon options are either difficult to use because of being Heavy or better employed by other squads, eclipsed by Grenades and Plasma Fusils. Always max them out - for the cost, you'll want to take them instead of Veletaris and fill up on Lasrifle squads instead. Buy extra Enginseers to avoid Mindlocking. ** TEMPEST GRENADES, OMG, TEMP.. ''Ahem'', Grenade Launchers with Tempest grenades are '''brokingly''' good and your best go-to source of anti-tank. While Kraken Penetrators on Lightning with BS5 and TH are better per shot and more mobile, they are expensive and one-use only. Servo-automatas with Grenade Launchers care not if they shoot Land Speeder or flare-shielded Spartan, it will likely be blown in one volley. The only problem with them is 5+ Armor Save, so put them in cover or inside a fortification. [[Cheese|Or Stormlord]]. *'''Household Retinue (Lord Marshal only):''' Having a Lord Marshal in the army allows you to purchase Veletaris Storm Sections as Elites (1 squad, not a whole Tercio). They gain WS4, but sacrifice scoring and ''Hold the Line''. As long as the Lord Marshal is still alive and not falling back, they also gain PE (Infantry). Their default weapon, the Volkite Charger, highly benefits from this, in turn inflicting more 'Deflagrate' hits. Therefore it should not be swapped by Rotor guns, which, being Salvo, don't benefit from 'Disciplined Fire'. Volkite Chargers are fairly short ranged though, so use their Move Through Cover to keep them shielded when advancing (although you should buy them a DT) and buy Shroud bombs to avoid charges, but don't be afraid - their WS4(5), [[Rape|Disciplined Fire + PE + Deflagrate]] Overwatch and Laspistol + CCW allow them to resist assaults quite well. Give the Prime Plasma Pistol just for lulz (he will reroll Gets Hot! and wounds while shooting at infantry because PE). **Unlike Veletaris, they can take either a Dracosan or an Arvus as a Dedicated Transport. **As previously mentioned, this is the squad that allows the Marshal to be competitive in melee, should you decide so - a WS5 (because CFF) Power-axe-wielding unit PE(Infantry) pumping out 31 attacks on the charge is nothing to sniff at, surprisingly good even against [[Terminator|Unwieldy 2+ save 10-man squads]]. Make the most of Move Through Cover to always have means to survive AP4+ weapons, and combine their Shroud bombs with the Marshal's Grav-wave generator to make sure ''you're'' the one who charges, but pick your targets carefully. The Household Retinue best shines when they're pitted against other Unwieldy troops, or non-dedicated assault units such as Tactical Squads, Heavy Weapons or non-flamer Support Squads (get close by using Master of Ambush if you must), in which case so long as they eliminate even one squad they'll usually have made their points back (always challenge with the Lord Marshal to make sure that whatever Power Weapon the Sergeant might or might not have isn't used on the regular squad). ***There is a large downside, putting the Warlord in them turns them into bigger fire-magnet than they already are, they do not have resilience of Astartes, their total lack of Assault Vehicles means your enemy will either shoot the hell out of them or make a counter-charge to deny you bonuses. Even 10-man Tactical Squad with FotL with Bolters in rapid-fire range (and you have to be there to get the charge) will statistically inflict 6 casualties ''even if you have Medicae''. So probably the best use for them is all-Volkite squad with deep-striking Arvus as dedicated transport, disembark on the same turn and roast some infantry, preferably on distant scoring point where your enemy thought his Tacticals would be safe. Or hell, deepstrike behind some artillery and penetrate their 10 AV asses/sides with some 5S goodness, just remember Deflagrate doesn't work on vehicles.
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