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!
===Provenances of War=== [[File:HH2 Provenances Chart.png|thumb|centre|800px|]] This is where the modelling opportunities for this army come from. Your Force Commander can take [[Awesome|(no points cost anymore)]] up to two Provenances of War that apply their effects on any model in the Detachment with the ''Militia'' sub-type that does not also have the ''Mechanised'' sub-type; in other words, your Infantry and Cavalry, unless the Provenance specifies otherwise. They can all massively impact the rest of the army and can radically change the army build and the options you can take. Some Provenances lock you out of certain things or are mutually exclusive with one another, but some also allow units to buy their own unique options. <tabs> <tab name="Warrior Elite"> The Planetary Governor actually gave half of a shit about training his private army. Of course, in a game where Space Marines are the main faction, humans can only get so "elite", but it's a good Provenance simply because it helps with your units' greatest weakness; namely, them running for the hills at the first opportunity. Same old Provenance as in 1.0, but you need the Ld buff now more than ever. *''Benefits:'' **All eligible units gain +1 Ld ''(to a maximum of Ld9)''. ***Very simple, very good. In the grim darkness of the far future, you want to give your army as much encouragement as possible to stay on the field. This means your Discipline Masters are Ld9 and can re-roll it with ''Instil Order'', [[What|so you're even harder to rout than Space Marines]]. ***Alternatively, this is a great way to improve morale for Allied Detachments of Militia, who can't take Discipline Masters due to Force Commanders being the only HQ choice without ''Support Squad'' and you only having one HQ slot in the Allied Detachment. **Grenadiers lose the ''Support Squad'' rule, allowing them to be taken as Compulsory Troops. ***Grenadiers also benefit from several other Provenances, so this is always an easy go-to combination option if you want good Grenadiers without having to pay Troops taxes on other units first. *''Limitations:'' **Levy Squads gain the ''Support Squad'' rule. ***Not a downside, as you already took Grenadiers as Compulsory Troops. Even if you didn't, you took Infantry Squads anyway because Levy Squads don't have ''Line'', so you probably have enough units to fulfill the Compulsory Troops tax regardless. </tab> <tab name="Legacy of the Great Crusade"> The planet was settled by a regular Imperial Army unit during the Great Crusade and their descendants have retained some of their skills. Not particularly good on its own, as it does nothing for anything other than your "elite" infantry, but can help other Provenances (read: '''Warrior Elite/Armoury of Old Night''') become very powerful. That said, it carries no downsides other than possible clashes with other Provenances. *''Benefits:'' **Grenadiers, Command Cadres, and Discipline Masters gain BS4. ***Lets your elites match Space Marines/Veletaris in marksmanship. Not very significant with the stock lasgun, but it becomes better with the stubcarbines or bolters, while getting downright disgusting with '''Armoury of Old Night'''. **The Force Commander gains Initiative 5. ***Not particularly useful because your Force Commander should never be in so much as spitting distance of the enemy. However, if his attached unit (read: allied unit) has ''Hit & Run'', you can roll it against his I5 and re-roll it with a cyber-familiar, which is basically an auto-pass. Moreover, if for whatever reason you really want him in melee, he now hits before Space Marine sergeants, which is something. </tab> <tab name="Clanfolk Levy"> In game terms: [[White Scars|The world has a]] [[Attilan Rough Riders|strong mounted tradition]]. In real life terms: in [[Warhammer Fantasy]] you played [[Bretonnia]], or you were that one crazy bastard who ran [[Warhammer_40,000/7th_Edition_Tactics/Imperial_Guard/Death_Korps_of_Krieg_Siege_Regiment#Krieg_Death_Rider_Squadron|the Krieg Death Rider Squadron FOC in 7th]], [[Grognard|and you miss your old army.]] As you'll almost definitely be spamming Cavalry, pairing this with either '''Feral Warriors''' or '''Debased Rabble''' for the bonuses To Hit is almost mandatory. Of course, you can have ranged weapons on your cavalry, but why didn't you just take infantry if you wanted to spam guns? *''Benefits:'' **Cavalry Squads can be taken as Compulsory Troops, where they gain +1 Ld. ***No ''Line'' sub-type, so you have to take something else to take objectives. That said, this opens up taking Grenadiers, as you already filled the Compulsory slots. Infantry Squads are dirt cheap and come at up to 3 squads per slot anyway, so don't worry about being unable to take ''Line'' units. **Four extra Fast Attack slots, which you can only use to take Cavalry Squads. ***Lets you take Cavalry without giving up your ability to take aircraft/Sentinels. Not a downside, as there's no requirement whatsoever to make use of the four extra slots. </tab> <tab name="Gene-crafted"> GM soldiers, except instead of Space Marines or 1.0's +1S/I, [[Fail|you get a crapshoot]] because the designer was some random Dark Age of Technology/Age of Strife scrub and not the [[Emperor]]. You roll a D6 for every eligible unit you have, and you get... *''Benefits:'' **On a 2-5, the unit gains their choice of the ''Fleet (2), Move Through Cover,'' or ''Night Vision'' special rules. ***Kind of a no-brainer, as Night Fighting is determined before deployment, while you roll for this after deployment. If it's at night, give your long ranged units ''Night Vision''. Otherwise, choose between the other two depending on how open the table is. ***Remember, your other units DON'T get this. Your tanks still can't see further than 24" at night, nor can your Lascannon Sentinels. ***This advice changes if you're fighting Night Lords, particularly if they're running their '''Terror Assault''' Rite. Given those bastards can potentially extend Night Fighting until turn 3 ends, give ''Night Vision'' to everyone who doesn't have a Nuncio-vox. **On a 6, the unit either gains '''ALL''' of the special rules from a result of 2-5, or the choice of ''Relentless, Stubborn,'' or ''Adamantium Will (6+)''. ***''Stubborn'' is great for obvious reasons. If you're lucky enough to get this on a unit with tons of Heavy weapons, give it ''Relentless''. Melee units can benefit from taking all three rules from the 2-5 range, as ''Move Through Cover'' and ''Fleet (2)'' can let them get into combat much more easily. Just don't take ''Adamantium Will (6+)''; a 6++ save is worthless. *''Limitations:'' **On a 1, the unit starts the game Pinned (regardless of unit types or other rules that would normally prevent Pinning), while units Embarked on vehicles immediately Disembark and are still Pinned. Sucks to be them. Units in Reserve suffer no ill consequence. ***Take duplicate units, so that you don't get screwed over because that one unit you really need in action (Fire Support Squad, Cavalry, etc.) is Pinned. ***You can overcome this by buffing your Ld. Discipline Masters are the obvious choice, but Warrior Elite can also help your units get back on their feet. </tab> <tab name="Cyber-augmetics"> The cyborg army, which is tougher and slower than most mortals. Generally pretty good, as your ranged army doesn't really mind losing the ability to Run. *''Benefits:'' **All eligible models get ''Feel No Pain (6+)''. An interesting change from 1.0's 6++; you get tougher against small arms because you get to use ''Feel No Pain (6+)'' in addition to your armour save, but you have zero protection against the big guns. ***Lets you skip taking Medicae, and moreover gives it to units that couldn't take Medicae to begin with, like Ogryns and Cavalry. Otherwise, you also save 12 points per squad you would have attached a Medicae to, which is never a bad thing. ***Also good with Kinfolk Helots, as your models will get their ''Feel No Pain (6+)'' against all of the rapid-fire S6 and S7 weapons out there. **Mechanicum become '''Sworn Brothers'''. ***Lets you cross your units over with buffs from Mechanicum allies. Archmagos Draykavac can provide a much better version of the '''Ruthless Tyrant''' Warlord Trait to mitigate the Militia's perennial morale issues, while the ''Opus Viscera'' ability from the ''Lacyraemarta'' High Techno-arcana now allows your ''Battlesmith (X)'' units to "repair" Ogryns! *''Limitations:'' **All eligible models get ''Slow and Purposeful''. ***Calling this a limitation is somewhat an exaggeration, as your units want to shoot anyway and thus don't Run to begin with. However, your melee units will miss it, and your units generally could shoot on the move anyway due to using Assault/Rapid Fire weapons, so you lose the ability to Run for nothing. ***Actually becomes a buff when paired with Armoury of Old Night, given it completely negates the lasrifle's Heavy type as well as all of the cool Heavy weapons available to Grenadiers and Command Cadres. Similarly, it's actually really good on Fire Support Squads and Field Gun Batteries; you still only get 4" Movement, but it's better than having to fire Snap Shots. ***Be careful calling this a buff. It’s not an exaggeration calling this a limitation at all. You can’t run or sweeping advance, which you can build around but still kinda suck regardless, but what is a big deal is the fact that “slow and purposeful” removes your army’s ability to react. Keep this in mind, as losing the ability to interact with a core mechanic sucks and it will catch you out. If you have allies to use those reactions, or you are the allies, this is less of an issue but it is very important to keep in mind regardless, particularly if your sole experience with tabletop is 2.0 and you've thus never played without Reactions before. ***Lets you charge after firing your Rapid Fire weapons. Could actually make bayonets a competitive choice. **This Provenance cannot be combined with '''Gene-crafted'''. </tab> <tab name="Alchem-jackers"> The 30k [[Penal legion]] returns from 1.0, whose battle worthiness is ensured via copious consumption of [[Drugs]]. Given how poor Imperialis Militia leadership is in general, this is better than it sounds. Discipline Collars are no longer a thing, so remember to take Discipline Masters. Has no downsides, so take this when in doubt. *''Benefits:'' **Units do not suffer negative penalties to Leadership in the Assault phase. ***Lets your Discipline Master units survive one more round of combat with that Assault Squad, as you can test on his base Ld8 no matter what, and then re-roll it. Doesn't actually make you any better in close combat, so don't get overconfident. ***Complements '''Ruthless Tyrant''' well, as that works during the Shooting and Movement phases. Your army's incredibly brave, [[Grimdark|if only because they're drug fiends who will get shot in the head the moment they try to run.]] ***Oddly good with Warrior Elite, as your pseudo-''Stubborn'' benefits a lot from higher base Ld. **If a unit fails a Morale check in the Shooting phase and still has over half their models, they are Pinned instead of Falling Back. If they lose more than half, they Fall Back as per normal. ***Mitigates the ''Militia'' sub-type, as your unit won't get wiped out on being charged while Falling Back if they weren't Falling Back to begin with. ***Remember that Cavalry and Monstrous units (Ogryns) cannot be Pinned, so this Provenance renders those types virtually immune to Morale in the Shooting phase (at least until they drop below half models). **'''Frenzon:''' [[Eversor|Roid rage,]] represented by units being able to buy ''Furious Charge (1)'' for 25 points. As most of your units are behind their opponents in terms of WS, Strength, and Toughness, this merely closes the gap for one Assault phase. ***You can capitalise on this with '''Feral Warriors''' for added Weapon Skill and chainaxes for even more strength and accuracy for that charge. Though the costs add up quickly, remember that even a baseline human with WS 4, ''Furious Charge (1)'' and a chainaxe with sidearm will be getting 3 attacks on the charge at S5 with ''Shred''. Yes, they'll still be I3, but if you take shotguns on another unit (or give them to Grenadier Squads), with luck you'll be hitting on 3s and getting hit on 5s while wounding on 3s with re-rolls. That means your buck standard 20-man Infantry Squad just killed almost '''12 marines''' (not accounting for the 2-3 casualties you'll take when they strike first)... and it only costs you 155 points for that squad. Throw them at the similarly costed 10-man Tactical Squad with bolters and watch your shitty mortals [[What|beat Marines in CQC]]... as long as they don't die horribly on Overwatch (13 dead Militiamen on average before you swing). But you took Kalliope mortars and snipers for that, [[Cheese|didn't you?]] </tab> <tab name="Survivors of the Dark Age"> Your army is from a world with tons of Dark Age of Technology equipment. Suffered a big change from last edition with its weapon upgrade aspect spun off into a whole other Provenance and the armour upgrade being gone entirely. That said, considering how powerful it was and how Provenances don't cost anything now, it is only reasonable. While it has no drawbacks, it also confers no inherent benefits, instead giving you a bunch of upgrades. Unless you have a specific plan, this isn't a very good idea. If you do, however, it suddenly becomes the Legions' Armoured Spearhead Rite of War but for humans. *''Benefits:'' **10-man Grenadier Squads and Command Cadres can take Rhinos, Termite Assault Drills, and Land Raider Proteus Carriers as DTs. ***Considering that the army doesn't have any Dedicated Transport options any more, this Provenance could be worth it on that point alone. However, those vehicles gain the ''Third-line'' sub-type and drop their BS to 3, while not receiving any kind of discount for the downgrades. Still, it allows for mass deployment of Land Raiders that even some Astartes armies cannot afford thanks to the lower taxes that need to be spent on mortal units. ***Easy access to Land Raiders as Dedicated Transports is a solid alternative to taking '''Industrial Stronghold''' if you want an armour-focused list. AV14 all around is still a tough nut to crack even with ''Third-line'', and the Militia list otherwise lacks platforms for lascannons that can stand up to concentrated firepower. Since you can still charge after jumping out of Land Raiders, this is also a good option for melee-oriented lists needing a way to deliver chainaxe-wielding Grenadiers right into your opponent's face. ***''Third-line'' Rhinos will explode from a stiff breeze, but they're a cheap and perhaps more importantly ''small'' transport option compared to the Cargo-8s in the Fast Attack slot. They can also mount weapons like multi-meltas to provide some firepower that can catch an opponent off guard, but be aware that this almost doubles the Rhino's price. **'''Voidjumpers:''' For an extra 20 points, your Recon Squads using this Provenance can be given Militia jet packs, granting them a 12" move range that ignores terrain. They also swap their weapons for two laspistols or two autopistols, the latter of which gives them the firepower of a full 20-man lasgun squad. While the added mobility is nice, especially on ''Light'' Infantry that can already ''Infiltrate'', they remain fragile guardsmen, and that weapon swap puts them perilously close to literally everything that can take them out. </tab> <tab name="Armoury of Old Night"> Where Survivors of the Dark Age is about how the world the army is from managed to keep all of its advanced vehicles and equipment, this one is about all of the insane weapons the world needed to survive the Age of Strife. While it really only improves your infantry's ability to shoot other infantry, it does so on an incredible level, all at no downside except Provenance clashes. As long as you're building a ranged army, this is always worth it and almost always an auto-take. *''Benefits:'' **All eligible models may replace their lasgun with a lasrifle for free. ***This limits mobility somewhat, but extends their 2-shot range to 30" and grants them a S6 alternate firing mode. Suddenly, '''every''' soldier in the army becomes a threat to nearly everything for no additional cost. ***As mentioned earlier, Heavy becomes irrelevant if you took Cyber-augmetics. **'''Relic Arms:''' For an additional cost of 30 points per unit, Grenadier Squads and Command Cadres may replace their lasguns with assault needlers or volkite chargers and swap their laspistols for volkite serpenta or needle pistols. They may also swap their sniper rifles for needle vulnus and may switch heavy stubbers with volkite culverins or needle cannons. These options effectively give you one over on nearly every opponent, all at a '''cheaper''' cost than giving a 20-man squad boltguns. ***While it's not very consistent in that it replaces your 30" lasrifles with 15" volkite chargers and 18" assault needlers, but also grants significant buffs to long-ranged special/heavy weapons, the options are so good you want to pay the 30pts regardless. For a more detailed analysis, move over to the Armoury of Old Night section of the wargear list. ***Pairs very well with '''Warrior Elite''' (letting you take Grenadiers as Compulsory Troops) or '''Legacy of the Great Crusade''' (makes everyone with Relic Arms BS4). **'''Heirlooms of Past Glory:''' Force Commanders using this Provenance can replace a power sword with a paragon blade for 10 points. They may also replace a laspistol with an archaeotech pistol for 10 points. Again, view the Armoury of Old Night section of the wargear list for details. </tab> <tab name="Feral Warriors"> An army of screaming barbarians... IN SPACE! Requires you to move away from your normal ranged focus dramatically, but being a Provenance that buffs both your To Hit (improved WS) and To Wound (+1S ''Shred'') for all of your infantry, it's almost mandatory for any melee build. *''Benefits:'' **All eligible units gain +1 WS when charging. ***Very, ''very,'' '''very''' good. Lets your Levy Squads get out of the WS2 shithole of being hit on 2+ and hitting on 6+ by literally everything from the Space Marine list, while allowing your other humans to hit at a Marine-tier WS4. Particularly good on Cavalry (who need all the help they can get to hit with their charge-only lances) and Ogryns with their base WS4, hitting Marines on a 3+. Bonus points for taking the dreaded Thunder Hammer Ogryn Boss, who can [[Rip and tear|wipe out almost any generic character in the game]] when given the chance to attack. ***[[Heresy|Filthy Traitors]] can get lots of mileage out of combining this with Debased Rabble, as ''Hatred (Everything)'' is also an enormous To Hit buff that only works on the first round of combat. **'''Chainaxes:''' Any model with a close combat weapon (practically everyone, really) can buy a chainaxe for 2pts per model or replace a chainsword with one for 1pt. ***This can get expensive quickly (at least relative to usual Militia costs), as chainaxes cost the same 2pts as the potential Levy wielding it! However, the boost to killing power for either weapon option can be huge (it can actually double the aforementioned Levy's damage output against T4), and very much worthwhile for any unit that you expect to deal damage in melee, rather than just being bullet/charge sponges. *''Limitations:'' **If your unit is within 12" of an enemy unit during your Assault phase, you must charge if possible. ***Weaselling out of this is very difficult, as almost everyone will have swapped out their rifle for a pistol and CCW to get the chainaxe, which means they can and therefore ''must'' charge. That said, remember that this doesn't apply to anyone who fired Heavy/Rapid Fire weapons, e.g. Fire Support Squads, nor does it apply to your big guns like Sentinels or tanks. **Like with other faction abilities tied to successful charges, this Provenance ''demands'' a lot of attention to detail in both army composition and movement. Being forced to charge means you should never leave infantry sitting within 9-12" of an enemy, as it leaves them exposed to a forced (and likely failed) charge that opens them up to Overwatch, or even worse an enemy charge the next turn that completely negates your +1 WS bonus. Ensure your units can follow up with easy charges on any turn that you enter the 12" "danger zone". It is worthwhile investing either in units with innately good movement (like Cavalry), or to take Provenances that help with Movement indirectly, such as '''Gene-crafted''' for the ''Fleet (2)'' option or '''Survivors of the Dark Age''' for Land Raiders. </tab> <tab name="Kinfolk Helots"> Literally just Squats this time around. Your army gets tougher as a whole, but everyone else hates you because you're a bunch of ugly abhumans. The perfect opportunity to break out your [[Chaos Dwarf|(Chaos)]] [[Dwarf]] minis. *''Benefits:'' **All eligible models gains +1 Toughness. ***Your infantry become that much harder to kill, simple as that. Has synergy with Medicae/'''Cyber-augmetics''', as you get ''Feel No Pain (6+)'' against S6/7 now. 6+ is not much, but it's better than nothing. **Every Character, i.e. all squad sergeants and attached advisors, gain ''Battlesmith (6+)'' while Independent Characters instead gain ''Battlesmith (5+)''. ***Consider taking this with '''Survivors of the Dark Age/Industrial Stronghold'''; your shitty infantry spam can repair your ''Third-line'' tanks and undo all of the ''Weapon Destroyed'' and ''Immobilized'' results you'll take from all of the Penetrating Hits you'll suffer. *''Limitations:'' **All eligible models drop their Movement and Initiative by -1. ***As a gunline army, you don't really mind losing Movement. while everyone barring lance Cavalry already had terrible Initiative and thus don't care. If you really do care about mobility, take a Cargo-8 or three. **May not be taken with the Ogryn Conscripts Provenance. They're Squats, not [[Halflings]]. ***Doesn't actually prevent you from taking [[Cheese|T6 Ogryns]], just that they can't be taken as Troops. **Space Marines and Solar Auxilia treat you as '''Distrusted Allies'''. ***As mentioned, the normies don't like you. Doesn't say anything about Mechanicum, so you can still get '''Sworn Brothers''' with '''Cyber-augmetics''' and repair their stuff in the bargain. </tab> <tab name="Abhuman Muster"> The [[Beastmen]] army. Geared heavily towards melee, so choose your other Provenance accordingly. Like Kinfolk Helots, people hate you for being filthy mutants, so don't expect allies. In an odd display of 40k being [[What|less Grimdark]] than Fantasy, you can take Loyalist Beastmen. *''Benefits:'' **All eligible models gain +1 Strength. ***Very simple; you hit harder in close combat. Unfortunately, it's not useful on lance Cavalry (fixed S7), which make up the only non-Character models with AP melee weapons in your army. That said, your other S6 Ogryns can ID humans in melee now, while your Power Fist Force Commander and Grenadier/Command Cadre sergeants can ID marines. **All eligible Character models gain ''Hammer of Wrath (1)'' with Independent Characters and Monstrous units instead gaining ''Hammer of Wrath (2)''. ***Remember to make it with the +1S you gain from taking this Provenance. ***Ogryns and Cavalry don't benefit, seeing as they already have [[Fail|HoW]]... *''Limitations:'' **All eligible models gain ''Bulky (2)'' if they didn't already have a different version of ''Bulky (X)''. ***Prevents you from taking transports easily. Not a big deal, as this is a melee Provenance and nothing you had was an ''Assault Vehicle'' anyway. ***Can actually help you against [[Night Lords]] by counting as 2 models each for the purpose of being outnumbered, [[Troll|thus denying their Legion trait.]] **This may not be combined with '''Ogryn Conscripts''' , but the bonus still applies to Ogryns that you might take anyway. **All eligible models suffer -1BS, to a minimum of BS1. ***You probably swapped out your rifles for a pistol and CCW on most of your units anyway because this is a melee Provenance. As your pistols weren't very good anyway, not a major loss. ***Remember that this only applies to your infantry! It's a lot more lenient than it sounds when your Sentinels (specifically not affected by Provenances), tanks and Rapiers (do not have ''Militia'' sub-type) keep their BS3 and they were the ones with the big guns in the first place. **Space Marines and Solar Auxilia treat you as '''Distrusted Allies'''. ***Again, normie no likey mutie. Doesn't say anything about Mechanicum, so you can still get '''Sworn Brothers''' with '''Cyber-augmetics'''. </tab> <tab name="Debased Rabble (Traitors only)"> Insane cultist army, part one. [[Khorne|Drives you to fight in melee,]] but doesn't actually make you any worse at shooting the enemy. *''Benefits:'' **All eligible models gain ''Crusader'' and ''Hatred (Everything)''. ***Lets your '''Feral Warriors''' models hit at WS4 ''Hatred (Everything)'' and thus very reliably hit Marines. Particularly good with Cavalry and Ogryns, who have actual AP in melee. Also good with '''Abhuman Muster''', as ''Hatred (Everything)'' makes up for not getting the +1WS and you get the same +1S, if not the ''Shred'', while saving the 2pts per chainaxe; the chainaxes can add up to a lot when, as pointed out under '''Feral Warriors''', the Levy model holding it was 2pt in the first place. In the unlikely circumstance you win combat, you're also more likely to Sweep, which is always nice. ***Works great on your lance Cavalry, who only get their lances on the charge anyway. *''Limitations:'' **Grenadier Squads may not be taken at all. Unsurprisingly, the insane cultists don't have crack infantry. **Must charge if able. See the '''Feral Warriors''' tab for how to counteract this. If you were taking that, you suffer from this anyway, so not a downside. **May not be combined with '''Survivors of the Dark Age'''. As stated, you're leading a pack of insane cultists and insane cultists don't tend to preserve millennia-old technology well. [[Derp|No, don't ask us why '''Armoury of Old Night''' isn't barred too.]] </tab> <tab name="Tainted Flesh (Traitors only)"> Insane cultist army part two, now with mutations! Very spooky to anyone in their right mind, but very heavily restricted in what they can take. Again, the raving madmen very strangely don't shoot any worse than models from most other Provenances... *''Benefits:'' **Eligible units gain ''Fear (1)'' and ''Furious Charge (1)''. ***Sounds good, but competes directly with '''Feral Warriors/Debased Rabble''', which simply offer more melee buffs. True, ''Furious Charge (1)'' is more general than chainaxes because it works on other weapons too, but your units are either on basic CCW (all of your infantry, Ogryn included) and thus would have taken a chainaxe anyway, have fixed Strength (lance Cavalry) or don't need more Strength (power weapon Ogryn Boss). ***That said, the two Traitor Provenances can combine to be pretty good; ''Furious Charge (1)'' and ''Hatred (Everything)'' make up for losing +1WS and chainaxes from not taking '''Feral Warriors''', while ''Fear (1)'' and ''Crusader'' make it more likely for your units to Sweeping Advance the enemy. *''Limitations:'' **All Compulsory Troops must be Militia Levy Squads. ***Remember, these guys can't take objectives due to lack of ''Line'' sub-type, so take other infantry for that. ***[[What|You still have Grenadiers despite being Chaos mutants.]] Consider taking them and using their 4+ saves to stay on objectives. **The Detachment may not include more other Infantry-type units than it already has Levy Squads. ***Explicitly doesn't affect your HQ units and does '''NOT''' say anything about taking Cavalry or Vehicles, the latter of which operate as per normal. However, remember Sentinels are Infantry now, not Vehicles. **The only permitted HQ choices are Force Commanders and Rogue Psykers. ***Losing Discipline Masters can really hurt, given the disaster that is Imperialis Militia leadership and the fact that you'll be deploying tons of Levy Squads. Make up for it with your Warlord Trait and/or your other Provenance. **May not be taken with '''Survivors of the Dark Age, Gene-crafted, Ogryn Conscripts''', or '''Alchem-jackers'''. ***You '''CAN''' take '''Warrior Elite''' to make up for the fact that you have no Discipline Masters. [[Derp|No word on how to resolve '''Warrior Elite''' making your Levy ''Support Squad'' while this makes you take Levy as Compulsory Troops.]] </tab> <tab name="Ogryn Conscripts"> [[Awesome|Ogryns as Troops.]] Surely you can see where this is going? No downsides other than Provenance restrictions, but there are a ton of those; check the other Provenance before you start salivating about combos. Consider bringing out your [[Ogre Kingdoms]] minis. *''Benefits:'' **Ogryn Brute Squads can be taken as Troops choices, with those taken as Compulsory Troops gaining the ''Line'' sub-type. ***Three-quarters of the selling point of the Provenance. The two units taken as Compulsory Troops are going to be very difficult to shift from objectives, given how beefy Ogryns are. **Discipline Masters, Militia Medicae and Force Commanders can join Ogryn Brutes, ignoring the usual restrictions. ***The other quarter of the selling point. Medicae are useful because Ogryns will get ''Feel No Pain (6+)'' against basically everything and it will stack with the 5++ they get from boarding shields. Discipline Masters prevent your 500 point Ogryn squad from breaking because they fluffed a round of combat, while being able to attach your Force Commander means you can confer Warlord Traits. *''Limitations:'' **Space Marines and Solar Auxilia treat you as '''Distrusted Allies'''. ***Still doesn't say anything about Mechanicum, so you can still get '''Sworn Brothers''' with '''Cyber-augmetics'''. ***You have Ogryn troops. Do you really need allies to help you? </tab> <tab name="Industrial Stronghold"> You know the story of how the Soviets at Stalingrad drove their tanks right off the assembly line into battle? Basically this. Enjoy being one of the few armies that can take more tanks than the Solar Auxilia. *''Benefits:'' **Leman Russes can now be taken in squadrons of up to six tanks, rather than being one per slot. ***Singlehandedly invalidates taking any other tank in the list. The Vanquisher is so powerful it's not even funny, and now you get six of them per slot. For people who are bored of spamming the same cannon on twelve tanks, the Executioner is also a good choice for wiping out most infantry units. **You gain two Heavy Support slots solely for Leman Russes. ***So you can take your twelve Russes without compromising your ability to take Rapiers/artillery. Bring out the big guns; your Provenance is named '''Industrial Stronghold''' for a reason. ***Consider pairing this with '''Kinfolk Helots''', so you can use your infantry to fix up all of the Penetrating Hits you'll take from having twelve tanks with the ''Third-line'' sub-type. *''Limitations:'' **May not be taken with the '''Unending Horde, Debased Rabble, Tainted Flesh''', or '''Ogryn Conscripts''' Provenances. </tab> <tab name="Unending Horde"> The stereotypical Imperial Guard human wave attack, now in 30k. Combine this with the '''Ruthless Tyrant''' WT, and you have [[Commander Kubrik Chenkov]], or at least his distant ancestor. *''Benefits:'' **Militia Infantry Squads and Militia Levy Squads that are destroyed can be returned to Reserves on a D6 roll of 4+. They retain their wargear options, though any attached advisors are lost. ***As anyone who has done [[MathHammer|mathematical series]] in school knows, the sum of the series of (1 + 1/2 + 1/4... 1/2<sup>n</sup>) is 2. This means that your opponent is required on average to kill all of your Infantry/Levy twice. It's true that your units come on from Reserves and therefore from your own map edge, but good luck to your opponent if he wants to advance into your deployment zone. ***Particularly good with Levy; as they all self-destruct upon Falling Back, [[Grimdark|you can summon another one from Reserves immediately]] without having to wait for them to fall back off the map edge. ****As your ''Endless Horde (4+)'' units come on from your own map edge, find ways for them to get into action quickly. '''Armoury of Old Night''' can help by making all of them have 30" range, while '''Gene-crafted''' can help them run back into the fight with ''Fleet (2)''. ***As your Medicae/Discipline Masters don't come back, try to take a Provenance/Warlord Trait and replicate what they do instead. '''Cyber-augmetics/Kinfolk Helots''' is great for making your guys more durable, while '''Warrior Elite/Alchem-jackers/Ruthless Tyrant''' can help prevent your units from running. *''Limitations:'' **Grenadier Squads become Elites choices when using this Provenance. Not too bad, as there aren't that many good choices for Elites in this army list anyway, so it essentially just stops them competing with your Troops. </tab> </tabs>
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