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Age of Darkness-Warhammer 30k/2.0 Tactics/Imperialis Militia
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==Tactics== *'''Pin 'em down!:''' You have Pinning weapons from 4 slots and you will need to utilize them basically regardless of the army you build. Your melee units need it to deny Reactions because your units die horribly to basically any form of Overwatch and basically all of your melee provenances only work on the charge, so Hold the Line removes all of them. Your ranged units need them, because they die horribly to basically any form of Return Fire and anyone engaging them in melee. As mentioned the Kalliope is your premier choice, but don't forget your various types of snipers and Earthshakers; in particular, the Sniper Rifle's ''Rending (5+)'' means 5 rifles can statistically kill any 1W model that only has an armour save, so snipe the enemy sergeant and force Pinning to be tested at lower Ld. Force multiple Pinning tests on one or two enemy squads (preferably from outside their range to avoid Return Fire), then unload with the rest of the army once they're Pinned. This of course doesn't apply to Vehicles as they cannot React with >S7 weapons (basically all of their good weapons), don't usually have that much small arms fire and cannot be Pinned anyway; feel free to shoot them with your anti-tank weapons. **Particularly relevant with '''Armoury of Old Night''', where your Assault Needler Grenadiers/Command Cadres become enormous sources of ''Pinning'' weapons. You don't get a lot of range at 18", but that's still quite a lot if you're using it to counter melee units, on top of it being genuinely a very killy weapon. **A similar principle applies to your enormous list of ''Concussive'' weapons and how literally all of your infantry/Cavalry can get one. Forcing multiple tests to take the enemy down to your WS can actually be a competitive choice compared to taking '''Feral Warriors''' and gaining WS. *'''Swamp 'em!:''' There are units that you can't really avoid taking enormous casualties against; for instance, without '''Industrial Stronghold''', Heavy Bolters/Volkites counter basically your entire army. However, despite the emphasis in the above point about Pinning your enemy to deny Reactions, your enemy only has so many Reactions at the end of the day and your units are cheap enough that you can throw multiple at them. Tough luck, your opponent's 20 Volkite Chargers gunned down your entire Levy squad on Overwatch. Good thing you charged them with 2 squads and the other squad is ripping into them with 50 Chainaxes. Your opponent killing one squad of Infantry on Return Fire doesn't help him when there's 4 more squads shooting at his unit. *'''How do I kill him if I can't see him coming?:''' Like with Solar Auxilia, your opponent knows you're playing an army that's generally good at range and will try to take it away from you with Deep Strikes, ''Infiltrate'', etc. Unlike Solar Auxilia, you don't get Augury Scanners to counter it by spamming Interceptor. As charging from Deep Strike is a thing now, expect to lose a few units; just make sure you don't lose important units. Do this either by spreading out so far that the Deep Strike can't get to of your important units (eg. don't put all of your Rapiers/Field Guns in the same spot), or conversely concentrate your army in one place so your opponent has to get through all of the less important Infantry/Levy before reaching your big guns; in any case, try to make sure that once the Deep Striking units break the unit they charged, they're in range of your whole army ready to be blasted off the table next turn. Alternatively, take a melee list and "no u" your opponent's melee units with copious chainaxes/Cavalry/Ogryns. Of course, the easiest way is to take allies who do have Augury Scanners, but some of us play '''Marcher Lord'''.
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