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===Elites=== *'''Ogryn Brute Squad:''' 3-10 Ogryns with big sticks and flak armour, with a squad upgrade option to take Carapace armour for a set cost. They don't get a squad leader unless their unit size is five or more. Each model can take a single wargear choice for five points, and mixing is allowed. Generally speaking, Thunderstubs or Ripper Guns would be the best choice. As the former grants an extra attack in close combat, while the latter has a sufficient rate of fire that it overcomes the Ogryns appalling BS2. Thunderstubs are very cool, but are so short ranged that you may never get a chance to use them. **Never take a second basic CQC weapon on them, because due to the usual FW proofreading [[Fail|it costs as much as a Thunderstub which gives you +1 attack '''and''' a short ranged Concussive (1) shot]]. The Thunderstub is OK because you don't have to cause unsaved wounds, so its relatively poor AP4 is not a deal breaker, while its high S6 means it can likely wound. However, the Ogryns' Orktastic BS2 means you statistically need 3 to expect 1 hit, so you need to take several, whereas they're mutually exclusive with Boarding Shields, which you also want because it's a 5++ you can use against the enormous list of weapons that will ignore your poor 5+/4+. ***You can mix and match the weapons options, so consider throwing one or two boarding shields into a unit with Ripper Guns or Thunderstubs to tank those AP5+ (or AP4+) shots. **An Ogryn Boss has a separate list of wargear to choose from, but can still select an item from the standard Ogryn gear. So it is possible, and probably recommended, to pair up a better close combat weapon (read: Thunder Hammer) alongside a Boarding Shield to make an effective challenger. **They still have ''Militia'' subtype, so have to be wary about failing morale checks and losing models, and unfortunately they cannot have attached advisors unless you expressly use the Ogryn Conscripts Provenance. Thankfully they have the ''Stubborn'' rule, so unlike the rest of the army, they can have the most reliable morale, despite having the same scores as everyone else. So if you want some modicum of longevity, then best to stack up on models and go for the Boss to get the Ld boost. If push comes to shove, '''Ruthless Tyrant''' still works on them. **Ogryns do well in combination with several other Provenances, so look for best ways to help them out. '''Feral Warriors''' for instance lets them swap those basic close combat weapons for chainaxes, giving them S6 and ''Shred'', without actually taking up one of their weapon upgrade choices, on top of +1WS on the charge. While '''Warrior Elite''' adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else, which they cannot lose thanks to ''Stubborn''. **While a lot of Provenances say that they cannot be combined with Ogryn Conscripts. That doesn't actually stop you from taking Ogryn squads and gaining the benefit anyway. So you can get Ogryn Brutes in [[Squat|'''Kinfolk Helot''']] armies and have Toughness 6 and ''Battlesmith (6+)'' on their Boss. Or setting their base Strength to 6 when using '''Abhuman Muster'''. **As usual, Ogryns are the diamond in the rough of the baseline human list. With Feral Warriors and Alchem-Jackers, you can get a 220 point (read: similar cost to a 20 man Despoiler Squad) unit of five WS5 Absolute Units with Chainaxes and Thunderstubs. This gives you a total of 30 attacks at S7 with ''Shred''. Assuming you used a second unit with Shotguns and/or your Thunderstubs to dump ''Concussive'' on your <s>victim</s> target unit, you will not care about the fact you're striking second because you're hitting on 3s and those Marines are now hitting on 5s...and you're also wounding on wounding on 2s (with a re-roll). Yes, Marines will get their saves, but that doesn't help them much when they've just been hit with an average of 20 wounds (plus another 8 from HoW). Ironically this is less wounds than an Infantry Squad can shit out for less points, but Ogryns are more durable and can take Carapace Armour for another 25 points. **If you want to, you can also add a Boss with a Thunder Hammer and Boarding Shield to the above for another 70 points. Do this if you want someone to challenge Marine Sergeants or even no-name Centurions and '''Praetors''', because apparently the Emperor's genetic engineering loses out to several millennia of life in an environment where "natural selection" meant "tard strength". Or to translate, he'll be dumping 5 S10 AP2 ''Brutal (2)'' attacks at WS5, enough to squash '''three''' Sergeants or Centurions or even almost '''''two fucking Praetors'''''. And most importantly, even when that Praetor (who costs at least twice as much as the Ogryn Boss) hits back with his own Thunder Hammer, he'll only take off about 1 wound, because [[What|your fat retard has Strength 10 so will ID the Praetor's T4, but the Praetor has Strength 8 so won't ID your fat retard's T5]]. This means it's not just the no-name Praetors that Joe Ogryn can beat, even named Praetors who don't have Eternal Warrior or a weapon with the ID special rule (or Murderous Strike and a good number of attacks) will likely fall to this beast. Anyone else starting to think Emps may have failed to see the real evolution of humanity? *'''Imperialis Militia Medicae Detachment:''' 3-12 field medics that you can disperse to other infantry squads in your army to grant them ''Feel No Pain (6+)'' that cannot be combined with any other version of the rule, nor can multiple medics be stacked on the same unit. Given his fragile your infantry are, any addition to their survivability is usually a welcome one. But a 6+ save is unlikely to reliably affect any outcomes. **Medics inherit the rules/subtypes of whatever unit they get attached to, so bear this in mind. So yes, that Provenance that lets you attach them to Ogryns also means you [[What|get Ogryn medics]]. Maybe kitbash them from Ogre Kingdoms Butchers? *'''Field Gun Artillery Battery:''' A Rapier analogue with two key differences, the first being that the gun crew and weapon all count as a single model (effectively making them an even bigger version of the Fire Support squad), and the second being that these are ''Emplaced'' guns which lack the Rapier's ''Relentless'' mobility. The ''Emplaced'' rule means the unit is also instantly destroyed if it has to Fallback, but having ''Heavy'', 3 wounds, and very cheap carapace armour means they're rather tough by Militia standards. In terms of weapons they have three choices - one of which is the clear winner, and the other two having niche uses that can be helpful if you lack the points or FOC slots for alternatives: **The basic '''Thunderblast Cannon''' is a safe but unremarkable bet. It is a S7 AP4 Blast (3) weapon with ''Barrage'' and ''Pinning''. Its 72" range means it can be kept far from trouble, but having only a 3" Blast template and S7 means its damage output is minimal. Use this if you want long-range guns in an Elites slot, and you've already used your Heavy Support slots for tanks, or bigger guns that do the Thunderblast's job better. **The '''Heavy Lascannon''' is pretty much a normal Lascannon with S10. It is inferior in stopping power to a Laser Destroyer but has better range. The unfortunate downside is the added cost of effectively 60 points per gun, which adds up in bulk. You otherwise could have had regular Lascannons in Fire Support squads for 35 points per gun, which usually does the job just as well. That said, S10 ID is valuable against [[Heresy|Custodes]] as well as Daemons and weaker Automata. **The '''Kalliope Mortar''' is the standout star of the Field Gun options. It's analogous in many respects to the Rapier Quad Mortar, having the same strength and AP, and both use the Large Blast template. The Quad Mortar has longer range and ''Shred'', but the Kalliope has a trick up its sleeve in the fact that it causes ''Pinning'' with ''Shell Shock (1)'' meaning that it can reliably shut down enemy squads. It doesn't cost any extra either, so it allows for peppering quite large areas when taken in multiples per unit, and ends up being cheaper than multiple Rapiers for potentially a better outcome. ***It can't be overemphasized how important the 5" Large Blast is for the Kalliope relative to the Thunderblast. Outside of edge cases needing very long range or higher Strength for bullying a vehicle's top armour, the Kalliope will deliver much better results with S5, Large Blast, and ''Shell Shock (1)''.
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