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==Allies== The Militia is a bit of an oddball in terms of alliances. While considered part of the Imperial Army, taking '''Kinfolk Helots, Abhuman Muster''' or '''Ogryn Conscripts''' immediately dump your friendship with the legions and Solar Auxilia forces to Distrusted Allies, regardless of allegiance. ===Legiones Astartes=== You don't really want Custodes due to '''By the Emperor's Command''', so it has to be Space Marines to provide melee support for your Loyalist Militia out there. As you have the ability to take plenty of ''Line'' squads in form of 80pt Infantry Squads, meaning that you don't really need the Marines to take objectives. As such, you don't have to be so worried about World Eaters, Space Wolves, etc. being '''Distrusted Allies''' if you want to take a melee Legion. *This is the Terminator/Dreadnought edition due to their vastly increased durability and the almost total demise of high-volume and/or Blast AP2 weapons. Space Marines have plenty of both, while Militia have none. How you use them (eg. take melee Terminators/Dreadnoughts to counter enemy assault units, ranged Dreadnoughts for AA, etc.) is your call, but take at least one of either. *As per above, you can take a billion ''Line'' squads because your Infantry Squads come at 80 points per squad and 3 squads per slot, so feel free to take non-''Line'' Troops for your Legion detachment. Tactical Support Squads are nice for buffing up your gunline with AP1/2 firepower, Scout snipers are more reliable than your own Recon squads with BS4 and twice as many rifles and Indomitus Terminators add a valuable heavy assault element to your army that Militia simply do not have outside of Ogryns. That's even without accounting for the various Rites of War unlocking more units as Troops. *Taking melee Provenances/units becomes kind of dumb with Legion allies, the superhumans in power armour are unsurprisingly a lot better in close combat, and if you want a melee Militia list you really should take some other sort of ally like Auxilia. One exception can be made for Ogryns with a Boss to fight Dreadnoughts, but don't do it otherwise. *Space Marines can take ''Shock Pulse'' from 2 slots to silence Blast/Template weapons on vehicles by forcing Snap Shots. As Militia models still die in droves to those weapons, it can greatly improve their longevity. Alternatively, kill those with (Deep Striking) melee units. *Your 9000 sources of ''Pinning/Concussive'' are just as useful for Space Marine melee units as they are for your own; they're a lot harder to kill on Overwatch/Return Fire, but they want their melee buffs too and if anything want -1WS on enemy units even more. Make their lives easier. There are 4 '''Sworn Brothers''' Legions too, which are of varying helpfulness. *Ultramarines can take Invictarus Suzerains to give a 6" +1Ld bubble, while Traitor Sons of Horus can take a Dark Emissary Consul for a 6" Ld10 bubble. With how flimsy Militia leadership is without Discipline Masters/'''Warrior Elite''', alternative sources of Leadership can be very useful if you want to take other Provenances or even just to save points. *The Delegatus unlocks Rites of War for cheaper than a Praetor '''and''' lets everyone with LoS to him rally immediately once per game upon the Delegatus passing an Ld test. That said, it won't rally your below half-strength ''Militia'' units, as you can't automatically pass a Regroup test if you couldn't take one to begin with. **Salamanders can take the Delegatus '''and''' a Chaplain by taking '''The Awakening Fire''' Rite of War, which adds a compulsory Chaplain to HQ. The Chaplain is ''Stubborn'' Ld10 and will make sure your squad doesn't go anywhere (particularly if you have a Discipline Master too), while ''Hatred'' is great on melee squads like Cavalry or chainaxe Levy. Salamanders infantry can buy ''Fear (1)'' with this Rite, so that ranged units can Pin enemies easier and melee units can more easily benefit from failed ''Concussive'' tests. *Telekinesis Librarians can be useful for Telekine Dome, as basically every Space Marine ranged weapon ignores Flak Armour and everything from Heavy Bolter onwards ignores Carapace Armour too. Rolling the Psychic check to get a 4++ save from shooting on your units [[Grimdark|(because you don't care about Perils when you can just sacrifice a couple of 2pt Levy to take the D3 wounds)]] will make them that much tougher, and you don't care about the Invulnerable save being on a per-model basis because you can just allocate wounds to the models under the Dome. Bonus points for taking '''Industrial Stronghold''' to [[Cheese|give 4++ to a Vanquisher Russ squadron]] and laugh at your opponent's pathetic attempts at countering them as you gun down his Terminator deathstar/Dreadnoughts/Superheavy from 60" away; that said, laughing at [[Rage|his subsequent attempt to beat your ass]] may be trickier. ===Mechanicum=== ===Solar Auxilia=== By default, they complement each other well. Lasrifles/Veletaris have the sheer firepower that your Infantry lack, while the widespread access Solar Auxilia have to tanks is helpful because your Russes don't come in squadrons and you really need the AP2 firepower. In return, Militia have things like snipers, Cavalry and Sentinels, which the more uniformly equipped Auxilia simply do not have. *It's worth considering skipping Cohort Doctrines altogether and just taking a Tactical Command Tercio. The Auxilia army is already pretty strong without them, and with the shortage of special weapons and AP 1/2 in general in Imperialis Militia lists you really want to say yes to 3 Plasma/Melta squads. *Auxilia have Augury Scanners and tons of firepower, so they're pretty good at destroying enemy Deep Striking/Flanking units on '''Interceptor'''. Militia don't get Augury Scanners, so take some Auxilia to make up for that *Taking an Auxilia detachment allows you to more or less ignore '''Industrial Stronghold''' off the bat, as the one Armoured Tercio you can take in your Heavy Support slot is really 9 Russes, which is more than you should need. Unless you really want that Valdor, take another Provenance that helps the rest of your army instead. Even then, consider taking '''Armoured Fist Pattern''' to take Solar Auxilia Russes instead of using a Provenance. **Speaking of which, the Valdor has ''Shock Pulse'', which is a pretty good way of preventing enemy Blast/Template weapons from destroying entire units of your infantry every turn. That said, you only get 1, so it's arguable you should have just taken an Armoured Tercio with enough firepower to destroy the intended target outright. *As Sentinels are technically Infantry, you can use Aevos Jovan to respawn them. No, we don't know how the Solar Auxilia's resident Dr. Frankenstein can repair an armoured walker with space surgery, [[Grimdark|nor do we really want to find out.]] Either way, it's a way of allowing your (very beefy) heavy weapons platforms to cheat death. With each Lascannon/Multi-melta Sentinel costing 75 points, Aevos Jovan will have paid for himself if he repairs even just 1, and unless the enemy routs the Sentinel squadron in one turn/melees them you will very likely get more than 1. Of course, this doesn't work if you're '''Distrusted Allies''', so choose Provenances/Cohort Doctrines carefully. There are also some stronger combinations when you consider Cohort Doctrines/Provenances of War. *'''Armoury of Old Night''' is as always an excellent choice, being able to mesh well with all of the Cohort Doctrines except maybe '''Solar/Penal Pattern'''. '''Ultramar/Reborn Cohorts''' with their massed Lasrifles benefit from the close-range firepower and ''Pinning'' of Assault Needlers, Cohort Doctrines allowing for Russ/Rapier/Automata spam will appreciate ''Pinning'' just as much as massed Lasrifle sections would, while '''Penal/Feral''' Cohorts can benefit from denying Reactions through ''Pinning'' too. On the other hand, spamming Volkites with massed Veletaris becomes less appealing when you have more firepower for cheaper at longer range with Assault Needler Grenadiers, as is taking short ranged weapons with '''Penal Pattern'''. Even then, short-ranged units that don't like melee benefit from ''Pinning'' even more than long-ranged units, notwithstanding their overlap with Assault Needlers. *Remember that '''Solar Pattern''' has no downside when taken as an allied detachment, and in practical terms neither does '''Reborn Cohort''', as you only had 1 Heavy Support slot to begin with. If you're fretting over the very obvious limitations of the other Cohort Doctrines, think about taking these. **'''Solar Pattern''' allows you to skip taking Infantry/Levy/Grenadiers by replacing everything they do with Lasrifle or Veletaris Tercios, so you can pour your points into some of the more exotic choices in the Militia list (sniper Recon squads, Sentinels, etc.) while still being able to take an entire Tercio of Russes to cover for the Militia detachment's lack thereof. That said, this implies you want to take objectives with Auxilia infantry, so avoid Provenances that make them '''Distrusted Allies'''. *'''Penal Pattern''' is an interesting choice that blurs the line between Auxilia and Militia by letting you turning Lasrifle sections into essentially discount Grenadiers, except with Solar Auxilia's Tercio and Vox mechanics. In this sense, it's a lot like a cheaper version of '''Solar Pattern''' in that it enables you to take more of the Militia list's more exotic units and Provenances to buff them, while still having good (by Militia standards anyway) infantry. Conversely, don't take it if you're taking Provenances that make your Troops better at range, particularly if you're going to take lots of Grenadiers. Same proviso for Provenances and '''Distrusted Allies''' applies as for '''Solar Pattern''', as you want your Lasrifle sections to take objectives. *'''Armoured Fist/Siege/Iron Pattern Cohort''' are excellent ways of bringing big tough platforms of heavy firepower so sorely lacking in the Militia list, by spamming Russes/Automata. That said, don't think about taking '''Kinfolk Helots''' and repairing Auxilia vehicles; '''Distrusted Allies''', remember? *'''Feral Warriors''' is an interesting choice, as you can take Cavalry/Ogryns (or even simple chainaxe Troops) to countercharge the Lasrifle gunline that is the Auxilia detachment. As always however, try to make sure before you charge in that the enemy can't kill 2/3 of your unit on Overwatch. Pin them, or charge units already engaged with your units; say, with the Lasrifle sections your opponent was trying to shut up to begin with, who refuse to break (unlike your flimsy Levies and Infantry) because they're testing on Ld9/10 from Vox Interlock shenanigans. The same applies to other melee Provenances. *Don't be so worried about certain Provenances and/or Feral Pattern Cohorts making you '''Distrusted Allies'''. As mentioned under the Legiones Astartes section, Imperialis Militia can field so many units of ''Line'' infantry you really don't need more from Solar Auxilia, while their Ld buffs (Cohorts Vexilla, Command Vox) don't carry over to other armies regardless of position on the Allies chart. Even if (for argument's sake) you're spamming '''Kinfolk Helot''' Fire Support Squads to claim +1T on your multi-wound models, you still have 2 Compulsory Troops slots you can fill with 6 ''Line'' Infantry squads. And if you don't do that... that's on you for refusing to take ''Line'' units, isn't it? **'''Feral Pattern''' can help a lot with your wide selection of ''Concussive/Pinning'' weapons with widespread ''Fear (1)''. Particularly good with '''Armoury of Old Night''', but also useful with melee builds (where you want ''Concussive'') or to help snipers/Kalliope Mortars. However, you have to be within 12" to make use of ''Fear (1)'', so your Auxilia infantry are forced to charge. To mitigate that and prevent your units from suiciding into that Pinned 20-man Despoiler Squad, place them at 11" or 12" where the charge will likely fail. The resultant Surge move will move you closer to the enemy unit, but that doesn't matter if it's ''Pinned''; if it isn't ''Pinned'', you were going to lose your unit when it gets charged next turn anyway, so again it doesn't matter. Alternatively, use melee units that actually want to charge, like Storm Axe Veletaris. ===Agents of the Emperor=== ====Legio Custodes==== One word: Don't. The Custodes treat the Militia as '''By the Emperor's Command''', so you can't do anything for them aside from being a disposable meatwall because you give each other -1Ld, which is a deal breaker for already flimsy Militia Ld. If you want melee support, take Space Marines. ====Sisters of Silence==== The Sisters of Silence can't be anywhere near the Militia just by the simple virtue of the ''Anathema'' sub-type. Considering how shit your Leadership is, this won't ever end well for you. You can mitigate it with '''Warrior Elite''', but their niche of massed Assault Needlers can be filled with '''Armoury of Old Night''', so they're not really doing anything for you at range. If you want melee support, take some Space Marines, who at least don't actively screw you. ====Knights-Errant==== Snowflake Space Marines that can be taken as HQ for any Loyalist detachment. Cannot be your Warlord and cannot be Compulsory HQ, so you still have to take a Force Commander. *'''Nathaniel Garro, Former Battle-Captain of the Death Guard 7th Battle Company, The Agentia Primus, Hand of the Sigillite <sup>(Legacies)</sup>:''' He's a superlative duellist who has AP2 ''Brutal (2)'' at initiative on offense and ''Battle-hardened (1)''/4++ on defense, which improves to 3++ in challenges. What's the problem? He's an infantry model, and Militia infantry don't want to be in melee in general, while your melee units in Cavalry/Ogryns cannot be joined by him. He's indisputably good in melee, the Force Commander can be OK and the Discipline Master/other characters can even be half-decent, but the rest of the squad is inevitably going to be garbage in melee due to lack of Power weapons. So either your 185pt IC sits there doing nothing while your squad (Command Cadre/Grenadier) shoots from a safe distance, or the rest of the squad dies when they charge into melee because no matter how many melee Provenances you take, you don't want to charge elite enemy melee units. Think very carefully. *'''Tylos Rubio, Former Codicier of the Ultramarines<sup>(Legacies)</sup>:''' Much better than Garro because he can actually support the rest of your army with his Telepathy/Divination powers. Feel free to take Psychic tests; Rubio's Ld10 means you have 11/12 chance of passing, and [[Grimdark|you don't care if you lose 2 or 3 of your dirt-cheap models to Perils]]. Being Ld10 even stiffens the terrible Morale issues that run throughout your army, particularly if combined with a Discipline Master. Consider taking 50 Levy just to act as fodder for him. *''Precision Shots (6+)'' from Divinatory Aegis means you get it on half your hits on BS2 Levy, letting you pile on the hurt on sergeants, banner carriers and the like. This works particularly well with (what else?) '''Armoury of Old Night''', where your Levies get 2 shots from a very safe 30" thanks to Lasrifles. Your 50 Levies fire 100 shots, of which 16.6 are ''Precision Shots''. This means, on average, you can inflict just under 1 unsaved wound against MEQ, which is comparable performance to actual snipers you get from Reconnaissance Squads. Similar performance can be obtained with Assault Needler Grenadiers, who fire 60 shots but wound on 3+, and can force Pinning tests on an enemy squad '''after''' killing their sergeant. Better yet, bag 2 guys in one go by taking the Psychic test for ''Precision Shots (5+)'' and double your hits to also kill banner carriers/Nuncio-voxes to deny other sources of Ld. Considering how many ''Concussive/Pinning'' weapons you have, cutting enemy Ld like this is a great idea. Of course, you can also cast it on other units and, for instance, snipe a Praetor with your Laser Destroyer Rapiers. **Bagging 2 guys in one go is nice, [[Cheese|but what about 3 guys?]] Rubio can also cast Diviner's Dart, which has ''Sniper'' and therefore lets you choose the target model, while its S6 AP2 means you can likely kill anyone without an Invulnerable save/''Feel No Pain''. That said, it has 18" range, so it may be harder to use in a Lasrifle gunline. Alternatively, cast Divinatory Aegis on a friendly squad and target one enemy squad, then use Diviner's Dart on a model from another enemy squad entirely. *Telepathy is also great because it lets you either outright cancel someone's Reaction or prevent them from Reacting by Pinning them. This is great in both ranged builds (eliminate Return Fire, get one more ''Pinning'' weapon to screw melee units) and melee builds (self-explanatory). The 24"/36" range of Telepathy powers also lets Rubio's unit stay at a safe range in ranged builds, while Rubio is a stronger melee combatant in melee builds than being a Knight-Errant Librarian would suggest, thanks to ''Divine Guidance''. ====Divisio Assassinorum==== Ancestors of the modern [[Officio Assassinorum]]. A bit like Knights Errant in that they're non-compulsory HQ for any Loyalist detachment, but unlike them cannot buff your army or interact with them in any way due to ''Assassin'' sub-type and ''Distrusted Allies''. All have Tactical Displacement, allowing them to move Ix2 inches in any direction when shot at, cancelling the shooting attack if they're out of range/sight afterwards, and can ''Infiltrate/Scout''. Generally not really good at actual assassination (at least against models actually worth assassinating like ICs), but can be useful in other circumstances. *'''Clade Adamus:''' The [[Weeaboo|ninja]]. Is quicker than the other choices due to ''Fleet (2)''. Has a S+1 AP3 ''Rending (5+)'' Nemesii Blade in melee, where he can [[The Book of Weeaboo Fightan Magic|trade out his attacks for one Decapitation strike with S2 AP1 ''Fleshbane Murderous Strike (2+)'', and in challenges copy his opponent's WS/I.]] For ranged needs and +1A, he also has a Needlespine Blaster that is both a 3-shot Bolt Pistol and a 1-shot Needle Pistol with ''Poisoned (2+)''. Is forced to challenge as long as there is any enemy Character in the combat. **Very questionable for actually killing enemy ICs, as copying enemy WS/I simply means he hits 1/2 of the time and at the same time as his opponent. Any self-respecting IC will have better weapons and protection than him, which means it's suicide to use his normal attacks, while his Decapitation Strike is too unreliable simply because he has 4+ to hit and has to deal with Invulnerable saves. His ability to simply wipe squads is limited too, as he's forced to challenge and will thus waste the 1st turn murdering the squad sergeant, while the other guys get free hits in on him (because he's alone and thus can be hit from outside the challenge) and can possibly get rescued by a nearby squad next turn because the Adamus hasn't actually killed them. This is even if you make it into melee to begin with, as you have no defense against Overwatch beyond 4+/4++. Think carefully. *'''Clade Callidus:''' The [[Team_Fortress_2#Spy|shapeshifter]]. ''Polymorphine'' prevents attacks from against them (ranged or melee) until the Callidus shoots, meaning there's nothing the enemy can do about her making her way to his backline units. Has a S3 AP1 ''Rending (5+)'' sword with ''Phase Shift'', disallowing any and all saves on 6+ to wound. At range she has a Neuro-shredder, which is a S1 Template with ''Rending (5+) Synaptic Disruptor'', which is ''Phase Shift'' by another name. **Her sword ends up being the same as the Adamus because its terrible strength means you wound on 5+ anyway, while she lacks the sheer damage output. As a result, she is again not good enough for killing ICs. However, as she cannot be shot at, she's great for walking up to Heavy Support Squads and the like and ripping into them with her sword. With how good massed heavy weapons are against literally your whole army, this alone can be worth her 125pts. That said, her being alone, nothing stops your opponent from sacrificing the squad sergeant to soak up her attacks for 1 turn while he tries to set up a countercharge and save his unit, so it's not as straightforward as it sounds. *'''Clade Culexus:''' The [[Blank]]. Has the Sisters of Silence standard ''Anathema'' making him immune to Psychic Powers/Weapons, ''Adamantium Will (3+)'' and an Ethereum forcing Snap Shots against him. Has an Animus Speculum (S4 AP4 ''Rending (6+) Psy-shock'') at range, and a S:User AP2 ''Fleshbane Reaping Blow (1)'' in melee. Has ''Fear (2)'' too, which stacks on top of ''Anathema'' for a cumulative -3 Ld. **The one guy with a flat AP2 weapon and he is WS4. Go figure. He's simply unable to hit enemy ICs reliably enough to score kills, while there are better choices in assassins for killing ranged MEQ squads. Combined with the poor performance of the Animus Speculum, this means the Culexus' ability to kill things is quite limited. **That said, his intense creepiness means the enemy gets huge penalties to Ld tests caused by your long list of ''Concussive/Pinning'' weapons, while he's difficult to kill because of forcing Snap Shots and being too quick to catch due to and high I allowing him to make use of Withdraw and Tactical Displacement. If used properly, you can use him to help Pin an entire enemy flank, after which you can destroy that flank (charge them with chainaxes, blast them with 10 Leman Russes, we won't judge) and start rolling up the enemy. Moreover, if the enemy suffers from ''Concussive'', the Culexus can himself land more hits in melee. Needless to say, he's also very good against Thousand Sons/Daemons, as he can force Perils of the Warp with his Animus Speculum while. *'''Clade Eversor:''' The [[Rage|berserker.]] Has a pistol that is functionally both a Bolt Pistol and a Needle Pistol, which also gives +1A to his Neuro-gauntlet (''Shred Fleshbane Rending (6+)'') in melee. Only has 3A, but has ''Counter-attack (1)'' and can take Frenzon for +3A in return for taking wounds on 1s to hit. When he dies he explodes, causing S4 AP3 ''Fleshbane'' hits to everyone in d6". Also has a Power Sword, but you'll never use it because it's worse than the Neuro-gauntlet. **Again cannot kill ICs, as he only has AP3. Instead, use him to kill other things. Automata are extremely vulnerable, as he hits before them, has tons of attacks, ignores their 3+ saves and wounds on flat 2+ due to ''Fleshbane'' wounding on 2+ and ''Shred'' cancelling out the reroll from ''Automata''. Also great at murdering MEQ squads... if you can get him into melee. Countercharging engaged units is a good way, as is employing him in a melee build to force a choice between killing him or the 15 Lance Cavalry models on Overwatch. That said, his explosive tendencies can really screw over your models, as it's more or less a guaranteed death for anyone smaller than an Ogryn. Position him carefully, whether before or during combat. *'''Clade Vanus:''' The [[Alpha Legion|hacker.]] Not very good (by Assassin standards anyway) at fighting with her pair of Laspistols and pair of dataspikes (S+2 AP3 ''Haywire Rending (5+)'') because she's WS/BS4. However, you don't bring her to kill shit, but to mess with your opponent. **Her Auspectre is basically an upgraded Augury Scanner, preventing ''Infiltrate'' within 18" of her and allowing free '''Interceptor''' on her; in addition, she can also pass a Ld test to hack any vehicle within 12" [[Troll|(friend or foe)]] to instead make the Interceptor shooting attack with one of its defensive weapons instead, which will almost always be an improvement over her laspistols. Her Vox Disruptor Array on the other hand messes with enemy Deep Strikes (and its variants of Drop Pods, Subterranean Strike and Area Denial Drop), making them Disordered on 1-3 rather than on 1. The two of these add up to mean that you can to a large extent eliminate alternate deployment methods from the enemy; they can't ''Infiltrate'' near her, and if they get a Disordered Deep Strike you can deploy his units far away from your own, thus forcing them to slog through your ranged fire. Very good for ranged builds. Strongly consider using ''Infiltrate/Scout'' to deny as much of No Man's Land to the enemy's ''Infiltrate'' units as possible. ** She can also use her 1337 haxxor skilz to upon passing a Ld test inflict D3 wounds on an enemy Automata within 12", but takes a wound if she fails. The problem with this is that D3 wounds generally isn't enough to kill Automata, and she's now in range for the Automata to shoot/charge her next turn. That said, you can use Tactical Displacement to move her out of the way if she gets shot, and she can to an extent kill Automata in close combat. Moreover, if she's in over her head, she has a one-use ''Hit and Run''. *'''Clade Venenum:''' The [[Death Guard|poisoner.]] Has a S5 AP4 ''Poisoned (3+) Rending (6+)'' template (so a Toxiferran Flamer?) at range, and a S:User AP3 ''Poisoned (3+)'' knife in melee. The sword has ''The Venem'', which forces anyone who has taken unsaved wounds from it to take another wound on a 5+ every subsequent turn, as well as awarding VPs as if he was killed, unless he has ''Eternal Warrior''. On defense, other than the normal 4+/4++, he also cannot be affected by ''Rad-phage'', cannot otherwise lose Toughness, and can only be wounded by ''Poisoned/Fleshbane'' weapons (so even if the weapon's strength would itself give a better roll) on 5+ or above, as well as having Poison Globes forcing successful charges against him to be rerolled. **Not nearly as good as the Eversor at killing shit, due to having fewer attacks and a worse roll to wound. However, he doesn't explode when he dies like the Eversor, which means it's much safer to use him in conjunction with your units. You can also stick him in front of your army to muck up charges by making the enemy charge him instead and force rerolls on charge distance in the process... or he may just get shot off the table because he's a lone 125pt model and only has 4+/4++. Using him may require some forethought. *'''Clade Vindicare:''' The [[Ork Snipers|sniper.]] A BS8 guy with a 100" S7 AP2 ''Rending (6+) Murderous Strike (5+)'' sniper rifle, meaning you'll almost always land a hit and the hit will almost always hurt a lot. What's the problem? You get 1 shot, and you get nothing to mitigate Invulnerable saves and ''Feel No Pain'' or even the fact that your target is multi-wound beyond ''Murderous Strike''. With the toughness/Invulnerable saves most ICs have, this means actually sniping enemy HQs is not a very good idea. He also has a S6 AP4 ''Breaching (6+)'' pistol, but if the enemy gets close enough to your 100" range sniper that he needs to use his pistol, you're doing something wrong. **That said, he's an acceptable way of bringing AA. As his to hit can never be affected by anything, he stands a good chance of shooting down Flyers while manning an AA gun on a Fortification choice, or eve with his personal weapons. With the shortage of ''Skyfire'' weapons in your list, this is one of your few choices beyond bringing in actual allies. It helps that he can also use the AA emplacement to fire on ground units if there are no Flyers, as he still fires at full BS. Think carefully about bringing him for actually sniping models; you can also get snipers in your Troops who don't eat your only spare HQ slot. ===Agents of the Warmaster=== ====Cults Abominatio==== An evil mirror of the Assassinorum, the Cults Abominatio are even less caring about their methods of waging war, binding subjects to all sorts of daemons for disastrous results. As with the assassins, they are considered a non-compulsory choice for a Traitor army and are considered ''Distrusted Allies''. Their ''Abomination'' sub-type makes them unable to be joined by anything and unable to be the warlord but they ignore all movement penalties when moving or charging through terrain and ignore Dangerous Terrain. They also gain the "Empyreal Shift" reaction, letting them roll a Ld check if they're charged, shot at, or if an enemy moves within 12" of them. On a pass, they can immediately teleport 12" in any direction, but a failure makes both them and the enemy that triggered the reaction take d6 unsavable wounds. *'''Infernus Abomination:''' A hideous human merged with a daemon, this thing is essentially an assassin with a 4+/4++, ''Adamantium Will (3+)'' and the ability to regenerate wounds every turn. His lone gun makes it only usable on neighboring infantry squads, as it's a point-blank Assault 2d6 gun with ''Fleshbane'' and no AP. In melee, however, it isn't quite as hosed as the loyalists as its lone melee weapon has multiple profiles between a Hammerblade made to cleave through MEQ and TEQ, a nimble Spinelash to beat enemies to the punch, and Talon-Rakes best suited for mowing through hordes. ===Ruinstorm Daemons / Bound Daemons=== Daemons are available both both as Allies and an in-detachment option depending on whether you have taken Rogue Psykers or not. They are always Sworn Brothers as Agents of the Warmaster, but are prohibited from joining each others units because of the limitation built into the ''Daemon'' subtype. Whether you take them as Ruinstorm Daemons or as Bound versions, you get access to dedicated melee units that your own army is unlikely be able to match. Daemon Regents and Brutes are superior in melee to naked Ogryns and they are able to fill glaring gaps in your army list and be customised on a per-unit basis thanks to ''Aetheric Dominions'' rather than depend on a all-unit Provenance granted by the commander.
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