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===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.
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