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==Wargear== ===Ranged Weapons=== This army has staggering variety of less than staggering small arms, allowing you precise control over the balance and type of your firepower to affordability. The big guns have generally been severely nerfed since 1.0, but many are still usable and the non-template ones have, if anything, been greatly buffed. '''Auto Weapons'''<br> What we would call firearms today. As expected, use varies widely based on size, rate of fire and caliber, but has poor AP with one very large exception. *'''Autorifle:''' Reskinned Lasgun with the same 24" Rapid Fire S3 AP-. *'''Autopistol:''' 9" S3 AP- Pistol 2. Any unit that has access to a Laspistol generally may take an Autopistol instead if they choose to. The 3" loss in range will barely matter in most instances, particularly if either party intends to get into assault, as either player will try to close to a comfortable distance to make sure that charge distance roll actually succeeds. So the Autopistol is usually the better choice for attackers and units performing overwatch reactions. *'''Stubcarbine''' 12" S3 AP- Assault 3. Pistol range, but beats out Lasgun/Autorifle once it gets there. If you anticipate being this close then it is the clear winner. Though you are certain to be counter attacked and chewed up from being this close. *'''Shotgun:''' 12" S3 AP- Assault 2, but with ''Concussive (1)''. They can potentially reduce the WS of their target unit by one if they fail a leadership save. Obviously everyone has better WS than Militia, so if you can actually get this to work, it can make a fight against a non-elite melee opponent slightly more manageable, if not winnable. But everyone also have better Ld than Militia, so it is unlikely to really come into play a lot. If you actually intend to get into combat with some units, then it may be worth taking. Otherwise a Stubcarbine is strictly better at the same range. **On the flip side, while a single unit cannot force multiple Concussive tests...multiple units CAN. So if you're taking Shotguns, go all in. A squad of Grenadiers might only have a 25% chance to make Marines fail a LD test...but if they're backed up by an Infantry Squad who also shot the Marines then you now have a 43% chance (75% x 75%). Not to mention Ogryn's can take Thunderstubs with ''Concussive'', so you can back them up with this same tactic. *'''Sniper Rifle:''' The same gun from the Legion list. Has the most armor-piercing ability of your Sniper choices thanks to ''Rending (5+)'', so it's your default choice against Marines. *'''Heavy Stubber:''' A modern day HMG. It's an OK anti-infantry option with Heavy 3 S4 AP6, but as a squad heavy weapon it clashes with the 24" Rapid Fire of the stock Lasgun/Autorifle (everything else has even shorter range) and is underpowered compared to the Heavy Bolter/Multi-laser as a Fire Support squad/vehicle option. That said, if you so much as kill 1 Marine, you've made back your points. Is that likely? Up to you to decide. *'''Autocannon:''' The S7 AP4 Heavy 2 classic, except now with ''Rending 6+'' so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you're already paying so much for the platform it comes in and you might as well get a better gun. *'''Battle Cannon:''' Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3" blast is too small for anti-infantry, while it's simply not as good against vehicles compared to... *'''Vanquisher Cannon:''' An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 ''Brutal (2)'' means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. ''Sunder'' makes it formidable as an anti-vehicle option too. Unless you're playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it. '''Artillery Cannons'''<br> Various heavy ordnance that don't fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead. *'''Demolisher Cannon:''' Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 ''Sunder'' gives it 1-shot potential against smaller Automata. It's not generally as good as the Vanquisher, but don't discount this when playing against Mechanicum or Imperial Army. '''Bolt Weapons'''<br> The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don't expect to use it as anything other than that. *'''Boltgun:''' The Marine-standard S4 AP5 24" Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun. *'''Bolt Pistol:''' 1-shot 12" pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3" range, then the extra shot and strength will always be the better choice. *'''Heavy Bolter:''' At Heavy 4 S5 AP4, it's one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount. '''Las Weapons'''<br> Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. *'''Lasgun:''' The good old Imperial Guard weapon everyone knows from 40k with 24" S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options. *'''Laspistol:''' 12" S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don't expect to see this often, as the Autopistol is generally better. *'''Blast Pistol:''' Available to several kinds of squad sergeant, as well as Discipline Masters. 9" range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. *'''Lascarbine:''' 18" S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after. *'''Long-las:''' Laser sniper rifle. Loss of ''Rending'' compared to the stock Sniper Rifle means it's less effective at piercing armour, but S6 AP4 means it's murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying ''Feel No Pain'' in the process. Also has ''Sunder'' which isn't much on a S6 platform, but may sometimes be useful for light vehicles. *'''Multi-laser:''' A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don't feature both as an option, so you take what you can get. *'''Lascannon:''' The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 ''Sunder'' means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48" lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. *'''Gravis Lascannon:''' 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don't expect to see this often. '''Melta Weapons'''<br> S8 AP1 weapons with ''Armourbane'' at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4. *'''Meltagun:''' 12" Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it's generally better, and is priced as such. You don't nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter. *'''Multi-melta:''' 24" ''Twin-linked'' form; it's also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don't care. Actually a good weapon, as ''Twin-linked'' makes up for your mediocre BS3. '''Missile Weapons'''<br> Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. *'''Missile Launcher:''' 48" Heavy 1 weapon that can switch between S4 AP6 3" Blast ''Pinning'' Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles. *'''Hunter-killer Missile:''' One-use Krak missile for your vehicles. Won't do much given your BS3, but can be good fodder against Weapon Destroyed. '''Plasma Weapons'''<br> High strength AP4 ''Breaching (4+)'' weapons, with a propensity for exploding. Unlike marines, you don't get an armour save against ''Gets Hot!'' because the resultant wound is AP4, so see if you can find some way to mitigate it, like ''Feel No Pain''. *'''Plasma Pistol:''' 12" pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12" of the enemy in any case. *'''Plasma Gun:''' 24" Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role. '''Exotic and Miscellaneous Weapons'''<br> The stuff that GW couldn't be assed to classify. *'''Grenade Launcher:''' A mini Missile Launcher, with 24" and either S3 AP6 3" blast ''Pinning'' Frag shot or S5 AP4 Krak shot. Absolutely not worth it for 10 points in a game where Plasma Guns are 10 points. ===Melee Weapons=== '''Chain Weapons'''<br> Weapons with no AP, but ''Shred'' and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors. *'''Chainsword:''' One of the most iconic weapons of the franchise, now with ''Shred'' to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to... *'''Chainaxe:''' The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton. '''Power Weapons'''<br> Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only. *'''Power Sword:''' Same old S:User AP3, except now with ''Rending (6+)''. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. *'''Power Axe:''' Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too. *'''Power Maul:''' S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don't get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata. *'''Power Lance:''' One of the premier anti-MEQ weapons with S+1 AP3 ''Reach (1)'', allowing you to hit at the same time as MEQ. That said, if you're not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you're fighting GEQ, going first can give you the edge. The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants. *'''Power Fist:''' Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you're liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn't your Force Commander, as you're very likely paying 15pt for a weapon you won't get to use. '''Exotic and Miscellaneous Weapons'''<br> The stuff that GW couldn't be assed to classify. *'''Melta Bomb:''' The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can't mass it like Space Marines, but you really have no better choices against a Dreadnought. *'''Bayonet:''' Turns your lasgun/autorifle/bolter into a spear. +1S is good, but ''Two-handed'' is not, particularly when you can't normally shoot the gun it's attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn't as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. *'''Militia Lance:''' Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 ''Brutal (2)'' lance is actually capable of killing Marines, all with a cool ''Sudden Strike (2)'' to make sure you go before those Marines. What's the problem? ''Ungainly'', which limits you to using it on the charge, and then only making 1 attack. This means it's only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it's a close call between this and '''Feral Warrior''' chainaxes against 1W MEQs, not to mention anyone wearing other armour. That said, it's also amazing against Mechanicum, as it will wound Automata reliably, ignore their armour and cause tons of wounds. ===Armoury of Old Night=== This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual. '''Lasrifle'''<br> Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30", it has a lot more firepower at range than the 24" Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18" range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour. *Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30" Heavy 2 instead of 24" Rapid Fire. Moreover, as they are [[Ork|BS2]], don't be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line. '''Relic Arms'''<br> Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take. *'''Needle Weapons:''' Generally quick-firing weapons with no AP, but various levels of ''Poisoned (X)'' so you can stack up the wounds and force saves. Also has ''Pinning'' as a general trait. **'''Needle Pistol:''' The only one that can be taken without '''Armoury of Old Night''', by your Force Commander and Discipline Masters. As a 2-shot ''Poisoned (3+)'' pistol, it competes directly with more powerful options like Blast/Plasma Pistol, which also wound reliably and have better AP. An excellent choice for non-Assault Needler Grenadier/Command Cadre units, as it's also a very good backup weapon to the Lasrifle and can potentially Pin charging opponents on Overwatch. **'''Assault Needler:''' The absolute best you can get on infantry (barring special/heavy weapons) in this list. Assault 3 means it outguns its main competitor in the Volkite Charger (not to mention the shitty Stubcarbines and shotguns you get by default), while ''Poisoned (3+)'' lets it wound more reliably; to wit, full squads of Assault Needlers can take 2-3 wounds off Dreadnoughts. ''Pinning'' is just the cherry on the cake, letting you snare any assault units who might try to take advantage of your 18" range. All this for 30 points on the entire squad, meaning you pay '''1.5 points per weapon''' to upgrade from the Lasrifle on full squads. Almost a bigger selling point for the Provenance than armywide Lasrifles. **'''Needle Cannon:''' A somewhat questionable choice, as it's not that much stronger than the Assault Needler with 1 extra shot, while its short range and Heavy will screw you over as you fire Snap Shots when you move into range. Moreover, it overlaps heavily with the (generally superior) Volkite Culverin, and competes with Melta/Plasma as a close range special weapon. **'''Needle Vulnus:''' A variant sniper rifle. Has less armour piercing than the Sniper Rifle due to being ''Breaching (6+)'' instead of ''Rending (5+)'' and has 48" instead of 72", while it cannot ID GEQs like the Long-las and lacks an AP value. However it makes up for the above by being 2-shot and pseudo-''Fleshbane'' with ''Poisoned (2+)'', so it can force more saves than either. *'''Volkite Weapons:''' Medium strength quick-firing weapons with poor AP, and therefore have significant overlap with Needle Weapons. Mostly boils down to whether you want flat strength or flat ''Poisoned'' rolls, and how much you value ''Deflagrate''. **'''Volkite Serpenta:''' 9" 2-shot pistol with S5 AP5. Not generally as good as the 12" Needle Pistol, but take this on Assault Needler units because the Needle Pistol is a weaker Assault Needler and the only time you'll use your pistol is when your Assault Needler can't handle whatever you're targeting, like light vehicles or units with resistance against ''Poisoned'' weapons. **'''Volkite Charger:''' Turns your Grenadiers into knockoff Veletaris. Not a good choice, as the Assault Needler is superior in almost every circumstance and you can simply use your Volkite Serpenta for those circumstances when you really need S5 shooting. Is superior against Flak Armour GEQ thanks to ''Deflagrate'' and AP5, but as mentioned you can simply use a Serpenta for those situations and keep the Assault Needler for everything else. **'''Volkite Culverin:''' 45" S6 AP5 5-shot weapon. A truly excellent weapon that equals 5(!) Lasrifles in firepower and is thus worth taking on Lasrifle Grenadier units to buff up their firepower. That said, on Assault Needler units, it competes with Melta and Plasma, where its high rate of fire is mitigated by being forced to fire Snap Shots while on the move and having poor AP. As you only get 1 of them on Command Cadres, it's not worth paying 30 points. '''Heirlooms of Past Glory'''<br> This option is exclusive to Force Commanders. This allows you to switch out their power sword (that they still have to pay points for) for a paragon blade (S+1 AP2 ''Murderous Strike (6+)'' and swap out their laspistol or autopistol (presumably, anyway) for an archaeotech pistol (S6 AP4 ''Rending (3+) Master-crafted'', each costing 10 points. *While a paragon blade is nice, you still have to pay for the power sword first, and that becomes a lot of points to spend on a squishy character with WS4. Even with archaeotech pistols being good, Force Commanders already have access to the widest range of pistols in the blast, needle and flame categories, so you really have to think about this option's worth. **The paragon blade becomes better when you have '''Legacy of the Great Crusade''', as you get AP2 at I5, which for once makes your Force Commander a passable melee character. You'll still die horribly to Marine ICs and TEQ sergeants, but you can kill 1W Artificer Armour sergeants no problem. Alternatively, if you have enough strength bonuses to reach S8 on the Power Fist to ID MEQs, consider the blade for +1A from dual wielding ''Specialist Weapons''. ===Equipment=== ====Defensive equipment==== *'''Carapace Armour:''' Plate armour in SPEHSS and so is made of futuristic ceramics/plastics instead of steel. 4+ save available to Grenadiers by default and to a bunch of other units as upgrades. Almost always worth it, as it gives you 1/2 chance to survive against the dreaded Volkite that counters everything you have smaller than a Sentinel, not to mention the Bolter that will appear in basically every Legion list you will be facing. *'''Flak Armour:''' Classic T-shirt 5+ save. Default on basically everyone who isn't a Grenadier. *'''Refractor Field:''' 5++ save available on all of your HQ characters except for Rogue Psyker. Force Commander can and should take something better, but it's more than worth it at 5 points on everyone else simply because of how bad your armour save is, so you'll get to use this a lot. ====Grenades==== *'''Frag Grenades:''' Boom. Let you attack at initiative after charging through terrain, which is less important than for Marines because your I3 attacked after them to begin with. Stock on most Infantry, available as an upgrade on Levy, and [[Fail|unavailable on Cavalry]], which with an I5 lance would really have benefitted from them. That said, the Discipline Master does have it, so attach one to your Cavalry. *'''Krak Grenade:''' 1 S6 AP3 hit at I1 against the usual Vehicle/Dreadnought/Automata. Only your Infantry can buy it (everyone else either has it anyway or can't buy it at all) and at 10pts it's much much better than trying to knife the tank to death. You only got 1 attack base, so... ====Miscellaneous==== *'''Militia Cavalry Mount:''' Encompasses a bunch of modes of one-man transportation from motorcycles to actual horses, united in 14" movement and ''Shrouded (5+)'' when Running. Gives your Cavalry insane mobility and charge distance, as well as added mobility while getting into charge range. Honestly not bad. *'''Nuncio-vox:''' Reroll all Scatter rolls that the bearer has line of sight to and lets you ignore the -1Ld from Night Fighting. Not bad because your premier source of ''Pinning'' is a Barrage weapon and you need all the help you can get with Leadership. *'''Militia Vexilla:''' The standard "+1 CR banner" you get like in other armies. Worth considering on units with Discipline Masters or melee builds, but arguably not worth it on other ranged units because you'll usually lose combat by so much +1 won't save you.
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