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===HQ=== *'''Force Commander:''' You need one of these in your detachment in order to use Provenances, and all other HQ choices have the ''Support Squad'' rule, so you need one anyway. Thankfully Provenances are free this edition, so that's less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it's better to just go cheap and focus your attention on your flavourful squads instead. **A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with ''Breaching (5+)'', and with ''Duellist's Edge (1)'' it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice. **With '''Legacy of the Great Crusade''' his Initiative jumps from 3 to 5, which suddenly puts him ahead of most basic units in other armies, giving him a fighting chance against random sergeants who might think he is easy pickings. Moreover, Iron Halo + Cyber-familiar gives him a 3++, so he gets a strong save against literally anything the enemy can throw at him. ***Alternatively, '''Marcher Lord''' gives him ''Battle-hardened (1)'', which when combined with Kinfolk Helots makes him tougher than Praetors for ID purposes. This makes him impossible to kill with Power Fists and Thunder Hammers, as he's still a 3W IC with a 3++ and possibly 6+++. Bonus points for taking '''Abhuman Muster''', making him S4 and thus able to ID Marines with a Power Fist. **With '''Armoury of Old Night''', he can buy a Paragon Blade and/or an Archaeotech pistol. These become added expenses that probably don't justify their points on a model that won't really utilise it properly. **You should in most circumstances only take one Force Commander. His primary worth is as a Warlord and to unlock Provenances of War and he himself doesn't contribute to the fight in the way Space Marine/Solar Auxilia ICs do; or, at any rate, not enough to be worth 100pts base. *'''Discipline Master Cadre:''' The Imperial Army's version of Commissars, Discipline Masters are cheap, flexible, and indispensible thanks to their special rules boosting the Militia army list's mediocre (but very important!) Morale. Starting at 20pts, with the option to include up to ''11'' more in the same "squad." They have a wide variety of upgrades available, and their survivability can be cheaply and substantially increased with carapace armour and refractor fields. At WS4, they can hold their own in melee, though power weapons are relatively pricey at +10pts apiece. Their ranged options are less costly, but really you're getting Discipline Masters for their two ''very'' important special rules, rather than upgrades. Those special rules are: **''Instil Order'': When a squad with an attached Discipline Master fails a Morale check, the check can be re-rolled at the cost of D3 wounds inflicted on the squad with no AP. This is a small price to pay, given that Falling Back for units with the ''Militia'' sub-type is often a death sentence. This massively boosts a unit's ability to stay in the fight, as a re-roll for the Discipline Master's own Ld8 means you're giving Space Marines a run for their money in sheer grit. ***Note that these Wounds can't be applied to other attached Characters or the Discipline Master himself. The average lasman is not encouraged by their Discipline Master whipping himself, sadly. Moreover, as it's D3 AP- wounds, your models get their 4+ Carapace/5+ Flak save against it, as well as any ''Feel No Pain'' they may have. While [[Grimdark|life is cheap in the 31st Millennium]], it's always good to know you can potentially pay nothing for the reroll. **''Among the Ranks'': Discipline Masters are individually assigned to units with the ''Infantry'' Type and ''Militia'' Sub-type before Deployment, though this can be extended to Cavalry by an upgrade and Ogryns through a Provenance. Discipline Masters gain the special rules of units they're attached to, so Fire Support and Field Gun squads will keep their ''Heavy'' bonus even with a Discipline Master making sure they don't abandon the guns. *'''Imperial Militia Command Cadre:''' Basically Grenadiers you can take from HQ. The largest differences are [[What|losing 1 special weapon]] and ''Line'', but being able to take the Militia Standard, which is the Militia Vexilla except with ''Stubborn''. Combined with a Discipline Master's Ld8 and reroll, this unit can be surprisingly difficult to shift. Otherwise, treat them like Grenadiers; the sergeant-specific upgrades aren't really that special. **Can also serve as Retinue to your Force Commander. Considering you have to take a Force Commander (because he's your only non-''Support Squad'' HQ choice) and practically have to take Discipline Masters (because Infantry/Levy have Ld6 otherwise), you're left with 1 slot, which is all you have for your Assassins, Knights Errant, etc. You don't want to spend it on a Command Cadre who are really glorified Grenadiers, so use the Retinue option and open up a slot. **Generally not a very good unit, as they're barring the Militia Vexilla [[Fail|expensive Grenadiers who need to pay extra for Carapace, only have 1 special weapon and have no ''Line''.]] Think carefully. *'''Rogue Psyker''' ''(Traitors only)'' The Rogue Psyker is equal parts good and bad at the same time. If you want to take Daemons in the detachment, then you'll need at least one of these to be able to summon them to the battlefield with the ''Breach the Veil'' power. While their offensive psychic powers are either the safe-but-basic ''Aetheric Lightning'' that only risk Perils of the Warp if they want to double the strength of the attack to S6, or the bullet spamming ''Void Darts'' that risks Perils every time they use it. However, with the Rogue Psyker's terrible BS2 he is unlikely to hit much with either power. They can also purchase Force Weapons for a not-insignificant 10 points, but with WS2 they are not likely to ever hit anything either. So looks like the best use of them is to get those Daemons onto the table. **They do have ''Fear (1)'' as an inherent special rule, so can drop enemy Ld values within 12" by one with their mere presence. This allows for useful combinations with other weapons that have ''Concussive'' or ''Pinning'' to get better use out of those weapons, depending on what squad you attach the Rogue Psyker to. **If you don't attach the Rogue Psyker to a different squad, he is more than capable of bringing his own. He can buy up to nine Wardens at five points each, and they are quietly better than nearly every other squad in the army. They all have Ld7 as standard, and each warden has a pistol and close combat weapon as well as two attacks basic. They also can each buy a Blast Pistol for the bargain basement cost of 2 points, giving a whole squad of guys who can throw out two S6 pistol shots each. Admittedly this is not a range you want the Rogue Psyker to be within, but it does mean that his squad has a surprising amount of punch. *'''Expeditionary Navigator''' ''(Militaris Attaché)'' Made available to all factions as part of the Legacies of the Solar Auxilia list. Currently this is the only way for loyalists to get a "psyker" in the detachment, and for 50 points you aren't getting much, a fragile conscript model with a 5+ invulnerable save, and the ability to interfere with enemy Deep Strike within 12". Given your complete lack of Augury Scanners and poor melee performance, you want all the help you can get against Deep Strike. **He only gets one power: the Lidless Stare, which is S2 using the flame template and has ''Pinning''. It also has ''Force'' if you want to risk the models only wound to double the strength to the overwhelmingly massive score of four. *'''Davinite Lodge Priest''' ''(Militaris Attaché)'' Like the Navigator, the Davinite Priest is available thanks to the Legacies of the Solar Auxilia list, this time a Traitor exclusive. A one wound model with a statline that is comparable to everything else in this army list, their only psychic power: "Ritual Healing" is able to restore a single wound to a single model, which is seemingly not very helpful to an Imperialis Militia detachment, as any model that takes a wound is liable to be dead outright... **...until, of course, you remember you can take Ogryns. If you're building some form of Deathstar out of them, the Lodge Priest becomes significantly more useful.
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