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===Heavy Support=== *'''Rapier Battery:''' Your mobile artillery unit. Regardless of the weapon you choose, they always have ''Relentless'' so they can move and shoot. They start with Gravis Multi-lasers, but you can swap them for Heavy Bolters, Laser Destroyers, or Quad Launchers. Of these, the Laser Destroyers have the most useful niche, as AP1 and two twin-linked Ordnance shots outperform both the Lascannon and Heavy Lascannon in a comparable role without even factoring in ''Exoshock (6+)''. The other choices aren't bad by any means, but other options exist to do their job for cheaper and in less high-demand FOC slots. **It's difficult to overstate how important the Laser Destroyer Rapier is in this list. You only get so many sources of AP1/2, and the Laser Destroyer ranks high on durability (Rapier model has 3+ save, unit can become majority T5 after you remove crewmen), firepower (''Twin-linked'' Ordnance 2), availability (6 per slot) and cost-effectiveness (55 points/model). If you don't have '''Industrial Stronghold''', taking a full battery is almost mandatory to counter the Terminators and Dreadnoughts that populates literally every single Marine list. Even then, the Rapier gets you more bang for your buck than even the mighty Leman Russ Vanquisher, and the Rapier no longer competes with the Russ for slots because you get Russ-exclusive Heavy Support slots, so it's still worth considering. ***Can also serve as emergency anti-air, as 2-shot ''Twin-linked'' gives you a decent chance of hitting Snap Shots when you consider how many Rapiers you get in a battery, while S9 AP1 Ordnance means whatever poor Flyer you hit is very likely to explode/Crash and Burn from a penetrating hit. Not its optimal use considering how much you need them to kill 2+ save models, but if it comes down to shooting down that Thunderhawk or not... **Unlike most of the other artillery units, this one doesn't suffer from any variant rule where they abandon their guns if they fall back. They are still ''Militia'' so morale is a worry, but at least this gives you a second chance if there are enough models in the unit. *'''Heavy Ordnance Battery:''' Earthshaker guns that have the longest range out of the entire armoury. Able to strike pretty much anywhere on the table, Earthshakers are very likely to wound their targets with S9 and ''Shred'', and at 75 points for the initial cannon, and 65 for each additional one, they are very reasonably priced. They are Immobile though, and the Ld7 crew have a special rule where if they fall back the guns are simply lost, this makes them really fragile, which probably accounts for the cost. They can buy up to twenty crewmen for only 2 points per model, so arguably should be stocked up as much as possible to avoid those 25% shooting morale checks, as well as BS1 and rerolling Hits for scatter when having less than 2 crew per gun. The Medusa is a hard sell, as its 36" range can be tough on an immobile platform and ''Rending (6+)'' really isn't that impactful even if it were a swap, but you're paying 25pt/model. **Not very good. The Kalliope Mortar does a better job of Pinning enemies due to ''Shell Shock'', while destroying vehicles can be done with other Heavy Support choices that also have enough AP to threaten Terminators/Dreadnoughts. Still, being able to tag basically anyone on the table lets you pile on the hurt against backfield non-''Heavy'' models, as you can force failed armor saves with your S9 5" blast and you can get 3 for the bargain bin cost of 205pts, not counting extra crewmen. It's also good against vehicles, but you should have that covered with Rapier/Vanquisher spam. *'''Imperial Militia Leman Russ:''' Leman Russes, everyone's favourite, chosen from the Vanilla, Annihilator, Exterminator, Demolisher and Vanquisher flavours. Of these options, only the Vanilla option with the Battlecannon is truly ''bad'' in every sense of the word. However, the Vanquisher is good. Really good. Good to the extent that it outperforms every other variant through (oh the irony) sheer versatility, consistency, and cost-effectiveness. The other options can work well, and you shouldn't feel guilty about using your preferred options in an army very much leaning towards creativity over competitiveness, but you really just can't go wrong with the Vanquisher for anything but killing chaff (and why aren't you using the rest of your army to do that?). **Note that unless you take the ''Industrial Stronghold'' Provenance, Leman Russes are purchased individually. With that Provenance, you can take Russes in squadrons of ''6'', which is equal parts insane and hilarious. **For whatever reason, Militia Russes can no longer take sponson weapons. As for the hull-weapon, the Heavy Bolter and Heavy Flamer options are unremarkable, while the Lascannon costs a frankly scandalous +20pts for a single shot at BS3. Purchase it with clenched teeth, because it at least means ''Weapon Destroyed'' damage results won't automatically nuke your turret weapon. *'''Malcador Heavy Tank:''' One highly customisable vehicle, for 185 points, which is a significant reduction when compared to the 245pt Legion and 225pt Solar Auxilia versions of the same tank. You get a lot of guns on a ''Reinforced'' chassis (meaning it's immune to 2/3 of the Vehicle damage table, and with ''Third-line'' AV13 you will be rolling on it '''a lot'''), and every weapon on the tank can be swapped out for something else. However this variant doesn't get the ''Independent Fire Control'' of other versions so you may actually be better served by keeping the left and right sponson weapons as Bolters, Multi-lasers, or Flamers as they are Defensive weapons that can still fire at the nearest target independently of the main turret(s) in front. **The Vanquisher cannon may not be the best idea, despite its awesomeness. With BS3 you can only hit half the time, otherwise you might be better with 125 points of a Leman Russ, that gets a coaxial weapon to give more accuracy. That said, because you can only take 1 Russ per slot, the Demolisher/Vanquisher Malcador may be a necessary compromise to get a tank that can counter Terminators, Dreadnoughts and Automata if you don't have '''Industrial Stronghold'''. **Malcadors are actually the one of the fastest units in the army list with a movement speed of 14. **The tank also has the ''Support Squad'' rule, which in most cases is meaningless, since Heavy Support slots are not usually compulsory unless you are playing some unique mission variant. *'''Gorgon Heavy Transporter:''' The classic "LCA on tracks" returns to duty in 2.0, now as a dedicated Heavy Support choice instead of a DT. At 8" it's not much quicker than your infantry, but if you wanted to move quick, you'd have taken some Cargo-8s instead. What you take this for is to get a seemingly invincible transport (''Third-line'' AV15 rounds out to basically AV14, except [[Awesome|immune to Glancing Hits from S8]]) that will make sure your infantry units make it to the frontline in one piece. This implies you want to load up on the close-quarters units who actually need the help getting into range, like Assault Needler units in '''Armoury of Old Night'''; otherwise, consider simply taking more squads (seriously, 250 points can buy you 3 more Infantry squads) instead of taking the Gorgon so you can spend your Heavy Support slots on something else. **Unlike most transports, GW didn't give the Gorgon extra slots for attached characters, so you cannot fill it with 2 full squads of 20 and then add ICs/Discipline Masters/Medicae. Build your army accordingly. **The Gorgon can take up to 6 extra Lascannons for 65 points in total. Due to being a ''Superheavy'', it is immune to the Vehicle damage table and can therefore never lose damage output and can also fire at full effect while moving at full speed to transport its passengers. Given the general lack of AP1/2 in the list, worth considering if you were taking a Gorgon in the first place; for reference, a Lascannon on a Fire Support team costs 35 points. **[[Derp|GW forgot that Open Topped isn't a thing anymore, so because it isn't an Assault Vehicle that big ramp is meaningless]]. Don't put your Ogryns inside in expectation of charging them out.
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