Editing
Age of Darkness-Warhammer 30k/2.0 Tactics/Imperialis Militia
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Fast Attack=== *'''Cavalry Squad:''' At last! Rough Riders are a part of the Imperial Militia. You get a proper fast moving unit that has a surprising amount of punch. They all have a pistol and close combat weapon as standard, but can choose an additional weapon on top of that. Shotguns, Lascarbines, and Stubcarbines are all perfectly viable options, though the unit gets access to the unique Militia Lance, giving them S7 AP3, with ''Brutal (2)'' and ''Sudden Strike (2)'', meaning when they charge they now hit at Initiative 5 and have a respectable chance of killing any MEQ in a single hit before they get struck back. ''Ungainly'' means they only ever get one attack with this weapon, and only ever when charging. So it pays to match up units that use it with accuracy boosting Provenances like '''Feral Warriors''' and/or '''Debased Rabble'''. **While the Cavalry Mount gives ''Shrouded (5+)'' on Running, ''Light'' also gives them +1 to cover when not Running. Consider taking cover in terrain if you don't really need to get somewhere quick, as a 4+ cover save can potentially be even better than ''Shrouded''. **Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. They can also take Carapace armour for a fixed cost, overall meaning in some builds you can just treat them as faster Grenadiers. It helps that their sergeant has Ld7 base. **'''Feral Warriors''' also allows them to swap their basic combat weapon with a Chainaxe, which makes a perfectly serviceable back-up weapon if you can't use, or don't take, the Lances. Not having Lances opens up the possibility of shotguns and therefore ''Concussive'' and is moreover cheaper (even if you take Chainaxes), so it's a decent idea if you are willing to stomach losing ''Sudden Strike''. **Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts. **Can ''Scout'' and therefore ''Outflank''. You can't reroll Reserves, so it's not reliable, but you can surprise your opponent by putting your Cavalry in Flanking Assault and running over key units in his backline. *'''Cargo-8 Hauler Squadron:''' Channel your fiercest Gorkamorka energies and mount no less than 22 models in the back of a hulking and very fragile freight truck. At a measly 50 points to start, with +40pts for two more Haulers in a squadron, these are priced to move. Not that they'll move especially quickly with 10" of Movement, or safely with only 12AV on the front (still better than a Rhino). You can upgrade to an Armoured Container for +10pts to get 12AV all-around and the option to buy two extra Heavy Stubbers, but any effect on survivability this will have is negligible (no buff to frontal AV, and if your enemy can target side/rear AV you're doing something wrong), and it comes at a steep cost of cutting the transport capacity down to just 12 models. **The best use for Cargo-8s is to keep them cheap and keep them moving. Dozer Blades are just +5pts and will save you the embarrassment of having 22 men footslogging because the Cargo-8 hit a rock. They ''will'' die the moment any halfway serious anti-vehicle firepower comes there way, so make the most of that 10" move to get your transported infantry where they need to be. This will usually be Stubcarbine or Assault Needler units; shotgun/melee units cannot charge after disembarking due to lack of ''Assault Vehicle'', while lasgun/lascarbine units don't need to get so close. **Interestingly, the Cargo-8 can be used to transport up to four Sentinels if it doesn't have an Armoured Container. The Cargo-8 is quicker than the Sentinel and the Sentinels don't care that it's not an ''Assault Vehicle'', so it's worth considering if you absolutely must deliver Sentinels somewhere. That said, Sentinels are pretty tough due to not being vehicles anymore, so it's not really necessary. Conversely, you can technically transport smaller units of Rapiers/Field Guns/Fire Support squads and the former can even fire after disembarking due to the actual Rapier having ''Relentless'', but they all have decent range and you generally don't want them any closer to the enemy than absolutely necessary, so transporting them is a questionable proposition. *'''Arvus Lighter:''' It's a flying transport for 40 points. It has no weapons to speak of, and can't even be jury-rigged like last edition, effectively turning it into a rather expensive drop pod. With that in mind, there aren't really many ways to get Deep Strike in this list without taking '''Survivors of a Dark Age''', so if you want to vary your deployment this is it. Because of its capacity of 12 it can only really transport Grenadiers, Recon squads and HQ units. *'''Sentinel Squadron:''' The chicken walkers are back, and GW has even released a much chunkier refresh of the old model. They're perhaps a touch overpriced at 60pts per Sentinel (with no discount for additional walkers), but they at least come with fairly solid statline and the benefits of the ''Mechanized'' Unit Type. They're the only unit in the army to come with a native 3+ Armour Save, and when paired with T6 and W3, they can shrug off small-arms almost entirely and even handle things like Autocannons or Volkite Culverins to some extent. Being ''Mechanized'', they can also fire their solid weapons options on the move, which is especially helpful if you take advantage of their ''Scout'' rule to Outflank and hit enemy vehicles in the sides or rear. The free Autocannon in particular benefits from rear hits, while the Multi-melta needs to get closer for ''Armourbane''. Alternatively, take Heavy Flamers and roast some poor Auxilia/Militia. **The Multi-Laser comes stock, and can be swapped at no cost with either a Heavy Flamer or Autocannon. These are all solid anti-infantry options, though the Heavy Flamer is risky due to needing close range, and the Sentinel lacks any sort of melee weapon upgrade. **The Missile Launcher is the first "paid" upgrade at a very reasonable +5pts for Frag & Krak Missiles. The Lascannon and Multi-Melta both come at a pricier +15pts, but definitely benefit from being mounted to a fairly quick and durable platform, especially when it comes to getting close enough to take advantage of the Melta's ''Armourbane'' at half-range. In particular, the Multi-melta's inbuilt ''Twin-linked'' remedies the Sentinel's BS3, so it's stronger than it sounds. **While it's tough, it has the same flimsy Ld7 the rest of the army has, and you can't make them braver with Discipline Masters/Provenances. At 5 max, you will take a Morale check every time you lose a model (unless you have 5 and you lose 1), and with ''Militia'' they won't be coming back if they're under half-strength. As a result, you really have a choice between taking 4 or 5; you can lose 3 Sentinels (2 is half of 4 and therefore not under half) before the squadron goes under half-strength in either case, so taking 4 means you don't risk losing 2 Sentinels to ''Militia'' regrouping rules, while taking 5 lets you not take a Morale check when you lose the 1st Sentinel. Taking any less is a waste of a slot, being too easy to rout and too lacking in firepower. *'''Thunderbolt Fighter:''' Compared to the Astartes version, it gets a 50 point discount for effectively the same skeleton of a unit. 120 points is a more reasonable cost for your only serviceable flyer. However you are BS3 and have the ''Third Line'' rule in exchange for that discount. GW also didn't fix the inherent problem of having more guns than you can fire. It does not have the Advanced Reaction of the Solar Auxilia version, so it's not an automatic counter to enemy Flyers. Can take missiles like the Astartes/Auxilia versions. **Heavy Krak Rocket has built-in ''Skyfire'', so you can't use it with your Lascannons to hunt tanks, while being a Flyer means you can give ''Skyfire'' to your weapons in the shooting phase anyway. However, being on a Hull mount means it can be useful for Interceptor, as it has a wider arc of fire than the guns and retains ''Skyfire'' even outside your own shooting phase. You don't have Augury Scanners, but that only prevents '''free''' Interceptor, so you can still use up one of your Reactions as per normal. The Heavy Frag Rocket is a Kalliope Mortar on a Fighter without ''Shell Shock''; as you should already have Kalliope Mortars, this isn't such a good idea. *'''Beastmasters:''' Quite frankly a very bad unit for a number of reasons, you get three militia for 50 points, '''before''' factoring in what animals you want to add to the unit. You also need one Handler for each creature that gets added in, so you have to buy more of the crappy dudes in order to get more Beasts. Unfortunately the militia and beasts have mutually exclusive subtypes, special rules, and profiles: With the exception of the Caiman, all Beasts are faster than their human handlers and are therefore stuck at the slowest speeds. Most Beasts have ''Light'' which '''would''' allow them to get +1 Initiative when running but are prevented from doing so [[Fail|as long as any humans remain in the unit.]] Furthermore, any Provenances taken by the Force Commander will not apply to Beasts because they lack the ''Militia'' subtype which would make them eligible, but the Beasts will still suffer from the drawbacks inherent to ''Militia'' subtype as long as the unit contains any models with the rule, therefore they are liable to being removed from play under certain situations while they are stuck with their Handlers. Best case scenario? Kill off the Handlers as soon as possible and let the animals run wild! The beasts are apparently loyal enough to refrain from attacking your army even without their handlers, and their instinctual behavior (move towards the nearest enemy and charge if within 12") is more or less what you wanted them to do anyway. **Mastiffs, Felidae, and Raptors all have ''Fleet (1)'', but as above, are unable to use the rule while any models without the rule remain in the unit. **Mastiffs have ''Furious Charge (1)'', which allows them to strike at S5 on the charge. **Felinids have ''Rage (1)'' [[FAIL|which does nothing because ''Rage'' replaces your +1A on the charge, so ''Rage (1)'' is business as usual]] and can get the attack in before the enemy at I5, but because they are only S3 their odds of hurting anything is quite slim. **Raptors have ''Shrouded (4+)'' so they get an actually good damage mitigation save against shooting. They don't have an armour value at all, but it's fairly irrelevant when the other animals have 5+/6+ saves which are ignored by simple Bolters. Raptors also have three attacks base, so have equivalent or better damage output to Felidae, just at a lower initiative. **Caiman have S5/T5, two wounds, and ''Feel No Pain (5+)'', so they are clearly the hardest hitters of the bunch and are the hardest to kill under regular circumstances. They also have the slowest speed and aren't ''Light'' so they lose the least while still being attached to their Handlers. They still won't kill anything, but they're a good roadblock in melee against enemies without AP like Space Marine Troops if you can't be bothered with Ogryns.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information