Age of Darkness-Warhammer 30k/2.0 Tactics/Imperialis Militia
Why Play Imperial Militia
- Pros
- Insane customisation. This list covers nearly everything from Squats, to Mutants, Mech Guard stand-ins, Death World Cavalry,
- Cons
- Low Leadership everywhere. Which gets even worse when you factor in the inherent rules of the Militia subtype. Meaning that when you break, you break hard and often.
- Third Line vehicles are more easily penetrated. You fo
Special Rules
Provenances of War
This is where the modelling opportunities for this army come from. Your Force Commander can purchase up to two Provenances of War. While their cost seems rather low, they can all massively impact the rest of your 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.
- Warrior Elite:
- Legacy of the Great Crusade:
- Clanfolk Levy:
- Gene Crafted:
- Cyber Augmetics:
- Alchem-Jackers:
- Survivors of a Dark Age:
- Void Jumpers:
- Armoury of the Old Night:
- Feral Warriors:
- Kinfolk Helots:
- Abhuman Muster:
- Debased Rabble: (Traitors only)
- Tainted Flesh: (Traitors only)
- Ogryn Conscripts:
- Industrial Stronghold:
- Unending Hordes:
Wargear
Ranged Weapons
This army has staggering variety of less than staggering guns, allowing you precise control over the balance and type of your firepower to affordability.
Unit Analysis
HQ
- Force Commander:
- Discipline Master Cadre:
- Imperial Militia Command Cadre:
- Rogue Psyker (Traitors only)
Troops
- Militia Infantry Squad:
- Inducted Levy Squad: 20-50 conscripts
- Militia Grenadier Squad:
- Fire Support Squad: your heavy weapon squads, just like with imperial guard, but as Troops choices with no platoon tax. Unfortunately as support squads they cannot be compulsory choices. They come in units of 5-10 teams and have the full range of guard weapons, including heavy stubbers and multilasers. This unit has awesome potential.
- Grab a unit of 10 Heavy Flamers and screw holding the line. These guys can move up the board and toast some motherfuckers because who said that heavy weapons need to stay still? Don't forget that all of these guys are 2 Wounds, 2 Attacks and have a laspistol + CCW, so make for surprisingly good assault troops. Add in the -1AP Warlord Trait and teach Marines fear again. THIS should be the way you have them for any assault-based list, and creates awesome modeling opportunities.
- Reconnaissance Squad:
Dedicated Transports
Elites
- Ogryn Brute Squad: 3-10 Ogryns with big sticks, flak armour
- Imperialis Auxilia Medicae Detachment:
- Field Gun Artillery Battery:
Fast Attack
- Cavalry Squad:
- Arvus Lighter:
- Sentinel Scout Squadron:
- Thunderbolt Heavy Fighter:
- Beastmasters:
Heavy Support
- Rapier Battery: Your entry level artillery unit. .
- Heavy Ordnance Battery: Immobile Earthshaker guns
- Imperial Militia Leman Russ: Leman Russes, everyone's favourite, chosen from the vanilla, annihilator, exterminator, demolisher and vanquisher flavours.
- Malcador Heavy Tank:
- Gorgon Heavy Transporter:
Lord of War
- Auxilia Baneblade: - Though outclassed by the Legion Fellblade, the Baneblade is still a nasty proposition to face. Sporting a Baneblade cannon, Autocannon, Demolisher Cannon and a twin-linked heavy bolter. With the option of two/four Lascannons and two/four more twin-linked heavy bolters (the sponsons don't come as standard here) optional pintle mounts, AND optional Hunter-killer missile, it is a rolling fortress of death.
Fortifications
Allies
Tactics
This army pretty much allows you to do whatever you want, although generally you'll be looking at infantry supported by armour and artillery. A large factor in how your army will play is what Provenances you take. Abhuman Helots, Survivors of the Dark Age, Cyber Augmentics and Tainted Flesh will all help improve the survivability of your infantry, while Warrior Elite, Alchem-Jackers and Abhuman Helots with Discipline Collars will make your guys less likely to run away so are highly recommended if you're not running Grenadier-only troops. There are a lot of Provenances that can improve your close combat game; Gene-Crafted, Feral Warriors, Cult Horde, Tainted Flesh and Alchem-Jackers with Frenzon all help you out in melee, although it's of questionable use in a Marine-oriented environment. However, only one Provenance, Survivors of a Dark Age, increases your range-game to any degree, which makes no sense at all considering that even with these buffs you'll get massacred by dedicated Marine units (however mind that it's not supposed to allow your guys to go 1-1 with Marines, it's there to take it from a 3-1 fight to a 2-1 fight; use that knowledge properly).
Your advantages include how cheap you are compared to other armies (seriously, even your Leman Russes are cheaper by 10 points), the fact that you can buff your infantry fairly easily with Provenances and Medicae Orderlies and the amount of armour and heavy firepower that you can bring to the field with artillery, Rapiers, Heavy Support Squads and Leman Russes, all of which are cheaper that anyone else's. However, this cheapness is balanced out by Provenances of War, making it not as spammy as it may initially seem.
Basically, what you want to do with these guys is find a theme to forge a narrative on, and then base it round that. Want to have an army of clones that are little more than meat shields for your Dark Mechanimum army? Tainted Flesh and Cyber-Augmented are right up your alley. Want your humies to mimic beakies? Take Survivors of the Dark Age and load your Grenadier Squad up into Rhinos. However, as for competitive play it's not that good unless you really min-max your army, so don't expect a lot out of them.
Also of serious consideration is whether or not you want Ultrasmurf allies to bring along Invictarus Suzerains to gain +1Ld to all your guys within 12" as well as bringing some hardier troops and better CC ability. Not compulsory but a good idea.
Building your Army
USE YOUR DAMN IMAGINATION! Want an army of Felinids? Abhuman Helots and Gene-Crafted. Only Renegades & Heretics have more customization. This army is about as customizable as they are but, they're less diverse both in the base units available and being restricted by the biggest source of customization being army wide. The units can take a startling rainbow of standard weapons, but like a rainbow, many of the options are almost the same. Its entirely possible (albeit better for friendly counts as games) to proxy a fantasy army, such as the Empire or possibly Skaven. Look at the stuff available on GW's website. Empire, Elf, Guard, Skaven, (some) Skitarii, even ORKS (with some converting) can work! Since many tournaments ban forgeworld anyway, look to other model sites if it suits your fancy. All of it works, all of its totally fluff friendly. WoC? Feral worlders. Infinity stuff? Technological advanced enclave. A WW2 model range? You get the idea. If you ever wanted to make an army thats truly "you", a one of a kind masterpiece, et cetera, this is for you. You may not exactly win, but you sure as hell wont be forgotten. Hell, make your army a bunch of chicks with swag armour and do a proto-sisters of battle army. Then piss people off and give them gene-crafted for Sister Marines, alchem-jackers with frenzon for RED RAGE sisters, or cyber sex gals. If you're using Survivors of the Dark Age and decent armor, why not make an army of Arbites? Survivors of the Dark Age and Abhuman Helots work for an army of Squats. Any combination of Tainted Flesh, Abhuman Helots, Feral Warriors and Cult Horde could give you an army of Beastmen. Want something vaguely Calibanite? Warrior Elite and SotDA works well to that end.
| Warhammer 30,000 Tactics Articles | |
|---|---|
| General Tactics | |
| Imperium | |
| Chaos | |