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==Unit Analysis== ===HQ=== *'''Legate Commander:''' For only 45pts you get a basic Company Commander, but just him alone. That allows you a little more flexibility in the way that you could stick him in any squad instead of a Command section. He can let anyone in his army use his Ld for Morale and Pinning so long as he's not Falling Back or in combat via High Command SR, and it combines with Hold the Line, Vexillas, Tank Commanders etc, making you [[Mary_Sue|the bravest]] non-Fearless army of all 30k. For extra survival, he can buy a Cyber familiar, which should be bought instead of the Iron Halo, that costs the same. Or buy both for a 3++ with rerollable tests. He can also buy Artificer Armor, but beware plasma will ID him, so give priority to the invuln. **'''<s>Lord Marshal</s> LORD MARSHAL:''' This man is rad. For 35pts more you boost your Commander's '''I'''/A/Ld by 1, as well as unlocking several more options, all of them handy, namely Archeotech pistol, Paragon blade, Grav-Wave generator and Displacer matrix, as well as the ability to take Household retinue squads. But most importantly, LORD MARSHAL can '''CHOOSE''' his WT, which absolutely nobody but a '''Custodes Tribune''' can do (even Primarch Fulgrim chooses from only Strategic Table). So that must mean he is an artillery-loving Rogue trader that [[Yarrick|holds a grudge]] against someone who [[Ghazghkull_Mag_Uruk_Thraka|tried to ID him]]. In fact, this guy is ''better'' than the [[Custodian_Guard|best creation]] of [[Emperor|the best super-human in history]], being able to choose from Auxillia ''in addition to any'' of the WH7E WT tables. That's the reason why LORD MARSHAL should always be written in capitals. And yeah, your puny humans with him and Command Squad are harder to route than aforementioned Custodes, being Ld 10, Stubborn and rerolling sixes. Who needs Astartes? ***The Marshal is rather costly - you shouldn't ever take him barebones since he's too important yet too squishy. Artificer + Displacer will give him a comforting 2+/3++ for 35pts. Never give him an Iron halo, all other options are better. Now that you've protected him you can ''begin'' to truly kit him up. A useful and points friendly option would be to put him in the vanilla command section and grab a Grav-wave generator along a Blast, Archeotech or MC Plasma pistol. ***He can be surprisingly good at CC. Grab Paragon and Digital lasers, Master-crafted at your discretion. Combine this with his Household retinue and you can get a full WS5 unit, all of them dealing AP2 ''PE'' hits, with the Marshal dealing 5 WS5 S4 AP2 Murderous strike hits at initiative. Again, throw in a Grav-wave generator to make sure YOU are the one charging, and while you're at it, take a nice pistol. And that's without considering Relics. Who sucks at melee now, huh? ****'''Alternate Opinion:''' Don't put him up against MEQ HQ characters kitted for CC, or MEQ CC squads that don't have Unwieldy. Your army are gods of pew-pew, but any Marine Praetor (or dedicated squad with AP higher than 5) worth his salt will beat him in melee. Protect him with Grav-Wave Generator, Artificer + Displacer, put him in Tercio with Aegis/in ruins, join Medicae and use as a bait, abusing Look Out, Sir. The only thing you will need to fear is cover-ignoring Barrages, since you will be in center of the formation. ''But why not put him in Command Squad?'' Because that would be putting all eggs in one basket; there is too little expandable bodies in it, unlike in Tercio, and your opponent will have to choose if he wants do destroy that banner and Cognis-signum or your Warlord. *'''Lord Marshal Ireton MaSade:''' The [http://tvtropes.org/pmwiki/pmwiki.php/Main/RetiredBadass "old general"] that comes out of retirement to kick Heresy in the ass. Currently one of only two named characters. He's a kitted out ranged Marshal, WS3 but BS5, along with a MC power sword, Archeotech, Iron Halo and Psi-Jammer but only 2 attacks, so yeah, keep him out of melee. He's old, so his exoskeleton, the 'Ambulator frame' counts as Artificer armor and grants him '''IWND'''. As warlord, he gets the Master of the Battlefield trait (yes, a [[Grey Knights|Space marine trait]]) [[Creed|that allows him to place D3 units in reserve or vice versa]], screwing your enemy's battle plan. He has Hatred ([[Heresy|All traitors]]) and, being the 'Protector of Agathon', the first time a non-vehicle/LoW/unique unit dies he can call [[Tyranids|another]] [[Commander Kubrik Chenkov|one]] on a D6 roll of 5+, placed on Ongoing reserves. *'''Auxilia Tactical Command Section:''' The classic CCS that Guard players know and love. For 75pts, you get the Stratego (Commander), who has a Cognis-signum (very important), Proclamator (with Nuncio-Vox, so treat him like a walking Homing Beacon), and Vexilarus (with a Cohort Vexilla) with 2-7 vets as bodyguards. Given how cheap they are, always max them out; 25pts for 5 more wounds and 10 more BS4 Lasrifle shots with Collimators and Blast chargers by default is always worth it. The Stratego gets a Chapter Master's bombardment, which is S9 AP2 here with Barrage, Blast and Pinning. He can also buy Charnabal sabres, power weapons or pistols, but only 2 Veterans can buy special weapons. This squad is an effective force multiplier. The Strategos' Cognis-signum is the only source for BS-boost, and because of their banner they'll be an anchor of Hold the Line for your squads. **When it comes to upgrades they're pretty limited, with only 2 Veterans being able to replace their lasrifles for special weapons and the 3 characters only having laspistols & chainswords. ***'''Volkites''' aren't worth it: you wont be able to pump out enough shots to take full advantage of them, and by that point you're probably a bit tooooo close to the enemy. ***'''Grenade Launchers''' are always a good choice, especially with the versatility of the three grenade type that can be fired. ***'''Flamers''' are good, but then again why are you letting the enemy get that close to you? ***'''Rotor Cannons''' allow you to pack more "Lasrifle" shots at range, but don't allow them to deal with more specialized threats and are inferior than Volkites. ***'''Meltaguns''' remain as useful as any AP1 strength 8 assault weapons, but don't plan on using it to deal with vehicles. The ones getting close are either going to have Armoured Ceramite (anyone who tells you it's uncommon/rare and/or overrated is an idiot) or you're going to be blowing open a light transport that it's not on (think Rhinos) which means the squad inside of it is going to come out and fuck you up. The only other kind of vehicle to not typically take Armoured Ceramite are long-ranged tanks, and you do not want your Command to get near them as it means you aren't supporting your own troops with them. Also the Enginseer's unit is far better at killing tanks than these guys could ever be and your army has all manner of artillery to handle it outside of this squad. ***'''Plasma Guns''' have the usual "useful but keep blowing up in my face" problem, however this squad is pretty much your only source of AP2 plasma (if you just need to kill Marines, consider the Enginseer instead), so consider wisely. As for the Strategos' upgrades, they're mostly useless: they either don't add enough firepower or are used for situations you shouldn't be getting yourself into, like say, close combat. And you won't be shooting much (see below). ** By the Imperial Truth, do not forget about Cognis-signum. It's like an Augury Scanner, which has one nifty ability - to give one squad (not IC or SH though) +1 BS in lieu of the Strategos shooting. What is the main problem of Servo-automata? BS3. Now they shoot like marines. *'''Auxilia Tank Commander:''' These guys give anyone within 12" re-rolls on morale for being on a huge tank of win. While he certainly has nothing on [[Knight_Commander_Pask|Pask]], he's more than able to earn his points (55) back. You can upgrade a Russ, Malcador, Valdor or Baneblade variant, it becomes a Command Tank with BS4 and gains the ability to Overwatch. In addition, Commander also chooses from several USRs: Tank Hunters, IWND, Monster Hunters, Scout & Move Through Cover, Preferred Enemy (Infantry) or Precision Shots, pick one based on how his tank works. He can never be the mandatory HQ ''of a primary detachment'', though...so if you need Auxilia allies he's your tank. Due to structured command this also means he can only be your warlord if you somehow have a Knight Errant in your compulsory HQ slot, as all your other HQs outrank him, and your warlord can never be in an allied detachment. ===Elites=== *'''Auxilia Medicae Detachment:''' They work essentially like Legion Apothecaries, having to split up into multiple squads to whom they confer FNP. These squads can either be Tercio squads or Command Sections. They are priced at 60 for three and then 15 for each successive one, and they can only buy Needle Pistols. **Unlike 40k, FnP is no longer restricted to Command squads! However, an attached medic will force a Lasrifle Section to footslog since they won't fit in their DT. The other valid squads present no such inconvenience and benefit a lot, either having few valuable members or having short ranged weapons that get them exposed to retaliation. ** Take them home in boxes, take them home in cases: 20 pts for FNP is ridicoulsly cheap and you should '''always''' find a room for this guys in your army both for Command Sections and Tercios. *'''Surgeon-Primus Aevos Jovan''': Serving the purpose of padding both the small Elites section of the Solar Auxilla and it's lack of special characters. Jovan is a loyalist only [[GrimDark|mad scientist]] surgeon character who once challenged the laws of ethics, and joined the Solar Auxilia. As practicing these skills was a better option than execution when given the choice by Ireton MaSade. He is essentially an upgraded Auxilia Medicae detachment. He comes with Void Armor, an MC Needle Pistol, and an AP3 Poisoned 4+ melee weapon with ID. He also gets an Auto-Gurney (granting Very Bulky and FNP 4+) and the ability to either auto-pass ONE FNP roll for his unit or recover a lost wound on a his or nearby unit within 6" at the end of each player turn (which would help Ogryns or HQs.), as well as granting a re-roll on Look Out Sir! He can buy orderlies to cover other units (each costing 15 points, while Jovan himself is 50), but all they can grab are Needle Pistols. Jovan would probably be best utilized in an already footslogging unit, as he'd take up 3 slots in any transport (Despite having a model, the Auto-Gurney is treated as a piece of equipment and not as an actual unit), and used to either to support some Ogryns (He and his Orderlies are disallowed from joining their squad. But they can benefit from Miraculous Skill if they are within six inches of his model) or a Veletaris Storm Section (see Household Retinue) with his healing or a Command Section as an insurance policy. Maybe attach him to a Flamer Section to be [[Troll|really annoying]] and tell infantry blobs to frak off. You may as well buy any nearby Sergeants and the Medicae Orderlies Needle Pistols as they are cheap sources of Poison and Rending. :*If you are unfortunate enough to be drawn into assaults, don't write Jovan off entirely due to his abysmal stats, just keep him away from the front and put his 2 ID attacks on whatever looks vulnerable (Phase Lancet isn't a specialist weapon or two-handed so his pistol gives him a second). As an example of what he can do, on average and in a Household Retinue (a good place for him to be) he'll kill a Castellax in two rounds of combat, so at least you're not completely fucked when that Paragon of Metal comes closing in. He even stands a great chance of killing it in only one round if he charges it with the squad, though unless the squad's on its last legs you don't want to do this, their Shroud Bombs already help them in case it charges. If there's only 1-3 members left though then feel free, you'll likely trade Aevos (50 points) for a Castellax (105 points absolute minimum) which is more than a fair trade. *'''Auxilia Rapier Battery:''' The same Rapier from legions, but crewed by BS3 Auxillia. Squad size is 1-3 guns with 2 crew members each and with almost identical weapon options. Comes default with a [[C._S._Goto|Quad Multi-laser]] that can be upgraded to a Laser destroyer, Graviton cannon or Quad mortar, which may use either standard Frag-munitions or Shatter-Shells (akin to Frag and Krak missiles). Furthermore, they can make up for the notoriously missing Heavy weapon teams your squads will need, providing them with ranged support, albeit they should be kept in cover. Now, regarding their weapons: **The stock '''Quad Multi-Laser''' is 36" S6 AP6 Heavy 6 and Twin-Linked. Unfortunately, it's not very good at anything, with 3 of them only causing about 4 wounds on MEQs due to AP6 being useless, and requiring Cognis-Signum support to be competent vs them. They could also be used as a light vehicle hunter, where they can chip off quite a few hull points from low AV targets, but they become useless against AV13-14. **'''Laser Destroyers''' are 36" Lascannons that gain TL, Ordnance and AP1, so they choose the best of 2 dice for penetration and add 2 to the total Vehicle Damage score, meaning anything short of AV14 can kiss its ass goodbye on a penetrating hit, or at least get permanently impaired on a 3+. However, with only 1 TL shot each at BS3, if the enemy has some form of cover/invuln you might struggle to even damage it. **'''Quad mortars''' are the "tactical" choice, and are probably the best one of the list for their cost. They can fire either Frag munitions - S5 AP5 Pinning Barrage Small Blast templates with an additional -1 to the Ld test for Pinning, that can be fired ''up to 60"'', or Shatter shells - 4 S8 AP4 shots with Sunder, which re-rolls failed armour penetration rolls. S8 may not penetrate AV14 like a Laser Destroyer, but with the same range, 4 attacks and versatility, you can glance light to mid vehicles to death. Also a solid choice against flyers in a pinch, with how many Sunder shots they can put out apiece. Don't leave home without one...[[Troll|or 12]]. **'''Graviton Cannons''' are an odd one, they're AP 4, but wound based on a Strength test which means they wound Marines on a 5+. However, their true value lies in containing the enemy with their ability to create Dangerous terrain, which your tanks re-roll. And most of Auxilia strategies rely on preventing the enemy from maneuvering/getting into melee, at the same time your Veletaris & tanks take Dangerous terrain less seriously, so strongly consider taking them. Also, they possess both Concussive and Haywire, which can both be effective to make foes strike after you (for once) or destroy vehicles. It's versatility is balanced by being the most expensive option, each gun costing what an extra model would cost, so keep that in mind. *'''Auxilia Ogryn Charonite Squad:''' These are what you get when you make Arco-Flagellants out of Ogryns. They are hella-though, being T5 3W with FnP(6) and having the basic 4+ save, meaning each can tank around 5 plasma shots before falling and thus are [[Nork_Deddog|great meatshields]] for your Commander. They have no guns...or even forearms, having [http://bioshock.wikia.com/wiki/Big_Daddy in their place] 'Charonite claws', S+1 ''AP3'' melee weapons that on a 6 to-hit become AP2 '''Instant Death''' (at I2, but that's better than Unwieldy), the perfect answer to the AdMech big guys. Issue is that they're never scoring (being Elites, this only affects them on certain missions), they can't go to ground and always have to consolidate towards the nearest enemy or make Sweeping advances, though with their I2 they're going to be the ones trying to avoid Sweep advances. Even though they're listed as Ld6, they're actually Ld9-10 because of your [http://tvtropes.org/pmwiki/pmwiki.php/Main/DepartmentOfRedundancyDepartment Commander's 'High Command'] rule, Stubborn making sure it stays that way. Which is good because they don't have access to a Bone'ead. And even if they ever fail morale, then an unengaged HQ can {{BLAM}} D3 wounds randomly off the mindless brutes, automatically ignoring the test. If you NEED walking shields, these are your guys. **Their claws are pretty brutal in melee, and being very resilient, they will mush most marines in CC. Pitted against 20 marines, 4 Auxilia Ogryns will "statistically" kill 8 of them and take only 2 wounds in return (overwatch not included). Their main caveat is their cost and the lack of any decent transport to put them in. If you want to make use of them they're going to have to be footslogging it. With this in mind, they probably work best as a guard dog for your expensive ranged firepower. Like most 30k units, a big squad costs less than 2 smaller ones, so if you were considering taking multiple units of them it might be a better idea to just bunch them together. **Compared to 40k Ogryns these are a steal, for 5 points cheaper than a similarly equipped bullgryn you get an AP3 S+1 weapon that makes them far superior as they can actually hurt MEQ. Power Mauls are also pretty unpopular in 30k as nearly everything has power-armour, so they don't have to worry about most marines being able to slap their shit before they strike. Bare in mind though that their effectiveness dwindles quickly as S10 blast count rises. One lucky Demolisher blast is all that's needed to wipe that 400 point unit out of existence, so consider pairing them with some long ranged anti-tank (looking at you, vanquishers) to clear the way for them. *'''Enginseer Auxilia:''' Keeping the 30k pricing trend, the first Enginseer + Servoautomatos cost 65, but the next group costs 40, 20 of those being for the Enginseer. The unit can add up to 2 more of them, but only 4 extra Servoautomatos and, unlike Medicae, they remain a unit. The Enginseer has access to a lot of goodies, like invuln gear (Refractor & Cyber familiar), weapons (Volk charger & Graviton gun) and equipment (Augury scanner & Nuncio vox), so they can both help your army and be useful on their own. But the best piece of equipment undoubtedly is the '''Cortex Controller''', which allows you to take either non-Paragon-of-Metal Castellaxes, which are siege-themed MCs (one of the best MC ''squads'' in the entire game) or unaugmented [[Thallax]] squads (Jetpack ogryns who aren't as good as Charonites on melee but they're cheaper and tactically flexible, with powerful ranged weapons) as optional Heavy support. More info in the [[Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)|Mechanicum tactica page]] **Their Servo-automatas are the better than the Techmarine's, on par with the Mechanicum. Not only are they dirt-cheap at 5pts or actually improve repair rolls when equipped with servo-arms, but can also equip special weapons. In fact, this squad is your major source of special weapons, namely ''super'' versatile Grenade launchers and plasma. And not just plasma guns, but Phased Plasma Fusils - that's 8 models with Salvo 2/3 S6 AP3 weapons that ''don't get hot''. Hell, 8 Haywire shots can [[Rape|kill a Land Raider]] in one volley. The other weapon options are either difficult to use because of being Heavy or better employed by other squads, eclipsed by Grenades and Plasma Fusils. Always max them out - for the cost, you'll want to take them instead of Veletaris and fill up on Lasrifle squads instead. Buy extra Enginseers to avoid Mindlocking. ** TEMPEST GRENADES, OMG, TEMP.. ''Ahem'', Grenade Launchers with Tempest grenades are '''brokingly''' good and your best go-to source of anti-tank. While Kraken Penetrators on Lightning with BS5 and TH are better per shot and more mobile, they are expensive and one-use only. Servo-automatas with Grenade Launchers care not if they shoot Land Speeder or flare-shielded Spartan, it will likely be blown in one volley. The only problem with them is 5+ Armor Save, so put them in cover or inside a fortification. [[Cheese|Or Stormlord]]. *'''Household Retinue (Lord Marshal only):''' Having a Lord Marshal in the army allows you to purchase Veletaris Storm Sections as Elites (1 squad, not a whole Tercio). They gain WS4, but sacrifice scoring and ''Hold the Line''. As long as the Lord Marshal is still alive and not falling back, they also gain PE (Infantry). Their default weapon, the Volkite Charger, highly benefits from this, in turn inflicting more 'Deflagrate' hits. Therefore it should not be swapped by Rotor guns, which, being Salvo, don't benefit from 'Disciplined Fire'. Volkite Chargers are fairly short ranged though, so use their Move Through Cover to keep them shielded when advancing (although you should buy them a DT) and buy Shroud bombs to avoid charges, but don't be afraid - their WS4(5), [[Rape|Disciplined Fire + PE + Deflagrate]] Overwatch and Laspistol + CCW allow them to resist assaults quite well. Give the Prime Plasma Pistol just for lulz (he will reroll Gets Hot! and wounds while shooting at infantry because PE). **Unlike Veletaris, they can take either a Dracosan or an Arvus as a Dedicated Transport. **As previously mentioned, this is the squad that allows the Marshal to be competitive in melee, should you decide so - a WS5 (because CFF) Power-axe-wielding unit PE(Infantry) pumping out 31 attacks on the charge is nothing to sniff at, surprisingly good even against [[Terminator|Unwieldy 2+ save 10-man squads]]. Make the most of Move Through Cover to always have means to survive AP4+ weapons, and combine their Shroud bombs with the Marshal's Grav-wave generator to make sure ''you're'' the one who charges, but pick your targets carefully. The Household Retinue best shines when they're pitted against other Unwieldy troops, or non-dedicated assault units such as Tactical Squads, Heavy Weapons or non-flamer Support Squads (get close by using Master of Ambush if you must), in which case so long as they eliminate even one squad they'll usually have made their points back (always challenge with the Lord Marshal to make sure that whatever Power Weapon the Sergeant might or might not have isn't used on the regular squad). ***There is a large downside, putting the Warlord in them turns them into bigger fire-magnet than they already are, they do not have resilience of Astartes, their total lack of Assault Vehicles means your enemy will either shoot the hell out of them or make a counter-charge to deny you bonuses. Even 10-man Tactical Squad with FotL with Bolters in rapid-fire range (and you have to be there to get the charge) will statistically inflict 6 casualties ''even if you have Medicae''. So probably the best use for them is all-Volkite squad with deep-striking Arvus as dedicated transport, disembark on the same turn and roast some infantry, preferably on distant scoring point where your enemy thought his Tacticals would be safe. Or hell, deepstrike behind some artillery and penetrate their 10 AV asses/sides with some 5S goodness, just remember Deflagrate doesn't work on vehicles. ===Troops=== *'''Auxilia Infantry Tercio:''' The basic core of your army. Each consists of up to 3 separate slots, with 3 possible choices for each, and have to deploy (or be held in Reserves) together, but each slot counts as a separate Troop choice for Score, Deny of VPs. So it'll feel like you got 18 Troop choices. One Lasrifle Sergeant in the three slots can become a Troop Master (Basically a 15-point upgrade to Vet Sarge). They all can buy Dracosans or Auroxes, but if no one in the tercio buys a DT, then each section can take their own Aegis Defense Line instead trough their ''special fortifications'' rule. said defense line will cost you 50 points just for a cover save though, so the transports will provide better protection. **'''Auxilia Lasrifle Section:''' A 100-point 20-strong infantry squad with mandatory Sarge, Vox Operator, and Troop Vexilla. Their Lasrifles come stock with Collimators, which turn their Lasrifles into 36" Heavy 2 weapons, which is always useful when sitting in the backfield, while the sarge has all the basic options, including one of them becoming a Troop Master, which gains +1 Wound, WS and BS. For +25pts you can give the whole squad Blast-Chargers for their lasrifles, which is the closest this squad can get to true special weapon options, of which they get none. But they come with Krak grenades as standard. The fact each and everyone one of these squads comes with a free Nuncio-Vox heavily encourages the use of barrage weaponry, which you have a number of choices for. What's better than destroying a Rhino and then [[Just as Planned|using the Nuncio-Vox to launch a Medussa Shell over the now stranded Marines to finish them?]]. ***'''About Blast-Chargers:''' This isn't a game changer against Marines or even other Auxilia (being [[Fail|actually worse]] against anything below MEQ). Coupled with their very short range of 18" for a Heavy weapon (thus no Disciplined Fire) and Charger burnouts, this is not a cheesy option waiting to be spammed. Their true value comes when tackling Mechanicum and other high Toughness units (~T5) that normal Lasrifles would have a hard time wounding - T7 Castellaxes, one of the Toughest Mechanicum are normally impervious to lasrifles, but can now be wounded, while inflicting double the wounds Lasrifles would make on the more common Thallax, whose weapons are 18" too, so this is a real possibility. Not to mention S6 removes any FnP from Toughness 3 units, making enemy Medicae and Adsecularis (''which are also equipped with 18" guns'') lose their appeal. It can even serve as Light AV in a pinch - 20 Blast chargers will statistically chip off 5 Hull Points from AV10, 3 from AV11 and 1 from AV12. And that's without taking into account Cognis-signums from nearby Command Sections. Not just a weak [[flashlight]] now, eh?. Just remember being Heavy weapons means the vehicle has to come to you. Also keep in mind using this fire mode means the unit must forfeit shooting in your next turn, so have other squads use their normal lasrifles to cover them. **'''Veletaris Storm Section:''' A 115-point 10-man squad of Storm Troopers (yes, BS4) equipped with Reinforced Void armor. They're all armed with Volkite Chargers that can be swapped for Rotor Cannons for free, or Power Axes for 5pts. Once you've settled on that, you can then grab a Nuncio-vox for artillery support and Shroud Bombs to protect them from charges. Yes, you can fill an entire Tercio with Velerarii squads. Very good in Zones Mortalis. ***'''Rotor cannons''' Cause the exact same amount of wounds on MEQ's and more wounds on GEQ's than Volkite Chargers, but that's only before you factor in deflagrate (which causes the Volkites to do slightly more wounds on both). However they do have twice the range of the Volkites, at the cost of being worse if you move so if you want more of a gunline (and expect to be up against more of a gunline) then take the miniguns. If you're up against a force with plenty of more medium-ranged weaponry or higher Toughness (think Mechanicum) or plan to have more of a mobile force yourself, then you're better off on skipping the Rotor's. Do note too that a unit of Rotor Veletaris does slightly more damage than a unit of Lasrifles (thanks to higher BS) while costing the same as one of those if they have a Troop Master, though they are slightly outranged by them in turn. Unless you're up against other Solar Auxilia however the extra 6" won't be much of an issue as the enemy will almost always have something that needs to be within 30" to make use of it. If you want to use them, then stick the Rotor dudes behind an Aegis and just let fly. ***Don't immediately dismiss '''Power Axes'''. Sure, while the idea of a squishy humie going toe to toe with the mighty [[Meme|SPEHSS MAHRENS]] might seem [[Indrick Boreale|BAWLD and FEWLISH]], but you would be wrong. See, a normal Veletaris squad armed with power axes charging a Tactical Marine squad will lose two guys before then killing 7 in return, a Household Retinue gets that number upped to 9. They don't have as much to worry about Overwatch quite as much due to Reinforced Void Armour (re-roll against Wall of Death template weapons, but Heavy Flamers will still roast your ass), Unwieldy will hardly affect them at I3, possess Move Through Cover and can get Shroud Bombs which are not only Defensive Grenades but anyone charging you (provided they aren't a Vehicle/Daemon/have Night Vision/are a Gargantuan Creature (at which point you'd probably better roll for [[anal circumference]])) has to take a Ld check before they can proceed. [[Troll|Suddenly you have an extremely good skirmisher unit]]. ''But aren't Ogryns my melee option?'' Veletaris are way easier to use since they can actually fit inside Dracosans, one of the bests transports ever, and more importantly, they aren't Elites but Troops, so they're Scoring and you can have more, which is also the advantage they have over Household retinues. Furthermore and unlike Ogryns, Medicae can be added to the squad, though that prevents 2 squads from fitting in one Dracosan (not that you could under 7th Edition rules anyhow, as it's not a super-heavy transport). Also, don't forget that even if they don't have Power Axes they can still do decently in assault due to having a Laspistol and CCW. Just don't expect them to stand up to dedicated close combat units if you do. **'''Auxilia Flamer Section:''' 125 points for 10 guys with flamers, also with Reinforced Void armor. Being a 'Support Section', they need a Lasrifle Section in order to become available. Considering how pricey this is, it does kinda discourage bringing lots along, considering all the templates you could be laying down. But you won't need to worry about with this unit being charged. ''At all''. Seriously, no one will want to charge a unit with [[Anal_circumference|that many flamers]]. ***To use them properly you NEED to get them a transport. Luckily, you have one of the best transports there are. A kited out Dracosan costs more than this squad, but can end up being a better Vindicator than the Vindicator itself. Run it up into your enemy's face (preferably while blowing up something important) and then drop the Flamer Section right at his doorstep. Well done, now your opponent has two serious threats to his battle plan and has to [[DISTRACTION_CARNIFEX|commit lots of firepower]] to erase them before you wreck his shit. That's they way flamer sections arrive to the party. Bonus points if you used a Lord Marshal to select Master of Ambush to [[Creed|outflank up to three units]] just keep in mind the tercio structure means a lasrifle section would be forced to outflank with them. Alternatively, you could also give them an Aurox and keep them in the backlines ready to intercept any melee unit approaching your lasrifle sections. ***They are THE BEST for Zones Mortalis games, having the appropiate armour and weapons (Template weapons gain Shred). If you ever play that, they are an ''auto-include''. **'''Aegis Defense Line:''' Yeah, forfeiting transports lets you take a non-FOC ADL. 50 points lets you grab a small bite of 0-4 long bits and 0-4 short bits of a wall to give your men a small bit of 4+ cover. You can then buy an Icarus Lascannon or Quadgun (10 point chearer than for anyone else) for sweet Interceptor w/Skyfire, one Ammo Dump to re-roll 1's to hit while shooting, or a Comms Relay to re-roll reserves (which you can accurately place using your numerous Voxes). Though with the last two options you need to be within 2" to reap the benefits, so mind your positioning. ***Note that an Aegis Defense Line may ONLY be taken as ''special fortifications'' if you are playing with the Age of Darkness force org (aka playing a Bound list ''without'' any of the actual benefits). ===Dedicated Transports=== *'''Dracosan Armoured Transport:''' If Space Marines can grab Land Raiders en mass in the old days, then so can we! Instead of being the dakka-happy Chimera players are used to, the Dracosan focuses instead on sheer resilience, being a '''5'''HP 13/12/11 tank on a ''Malcador chasis'' with "only" a TL Lascannon for a weapon. This resilience can be further upgraded with Armoured Ceramite to give the finger to melta (at least from the front) and a ''Flare Shield'' to modify the Strength of frontal attacks by -1, Blasts and Templates getting a -2 instead, effectively becoming AV14 on the front (you were saying, melta?). Explorator Adaptation is a great boon to your default transport, being Void Hardened and conferring a 6+ invul against Blasts or Templates, while re-rolling failed Dangerous Terrain, therefore making the Dozer upgrade redundant. If you want it to never stop for any reason, you can also add an Auxiliary drive. It has Extra Armour by default, though lacking any firing points and having only one weapon means it's kinda disappointing. To upgrade its firepower it can buy a pintle-mounted heavy flamer/multilaser, as well as ''two'' HK missiles. This beast can comfortably carry 20 models, being the only thing that can transport a full Lasrifle section. Can't transport Bulky-or-bigger models, though, so sadly it's unavailable for Ogryns, who need a transport the most. **Oh you want some serious dakka? Then swap its Lascannon for a freaking ''[[Vindicator|Demolisher cannon]]'', becoming a Land Raider Ares of sorts. This cuts the transport capacity down to 10, but who cares? Marines take normal Vindicators. [[Cheese|Yours carry troops]], are stronger and cost ''no FOC slot''. So bring those with scores of Leman Russes to make THE mechanized infantry list you've always dreamed of. Running this up your enemy's face (bonus points for Outflanking them) is the best way of fielding [[DISTRACTION_CARNIFEX|Flamer sections]] and quite handy for Veletaris, though the costs go up very quickly, with the transport being more expensive than the squad and all. *** Emphasis on cost. It might give you a big boner to slap on all the upgrades and defy the universe to fuck with you but you have pay for that and it's not like you are transporting [[Deathstar Units]] of assault terminators or something. Household retinues with axes is the more expensive unit that you will ever put inside. You're in an environment where super heavies and destroyer weapons are common so perhaps it'd be wiser to just take what you need not try to get into a dick swinging contest with a titan. *'''Auxilia Arvus Lighter:''' The Arvus is a flittery little thing, holding 12 models, but nothing else at a bone-stock price of 75 points. It does get a rather ''broad'' list of upgrades and weapons, which might give it survivability, but with Rhino stats it's not going to really go that much once it unloads its squad. Best kept mostly cheap and used to Deep strike 10-man sections, namely Flamer, Veletaris and HOUSEHOLD squads, and use the extra space to add a Medicae. So it functions like the Auxilia version of a flying Rhino/Drop Pod with good options, but the points cost is too high to make it disposable, so use it to place something nasty where your opponent is most vulnerable. If you do take any weapons on this, twin-link them! It's only 5pts more. **Looking at the weapons, there's not much point getting the multi-laser, due to the low rate of fire and the fact that an autocannon does the job of light vehicle hunting much better. Select from the Auto and Lascannon based on whether you want it targeting light or heavy armour respectively. Picking Hellstrike missiles is also a good option since the thing isn't going to live through more than two turns **Hilariously, this thing can get a freaking [[What|Flare shield]]. It can become a rather sweet ride for your Lord Marshal attached to a Household + Medicae unit. When you need speed rather than slow-moving tank, 120 pts for a Deepstriking AV12|11|10 ride that ignores Crew Shaken/Stunned on a 4+ and has a 4++ save against missiles that has all the boons for being a flyer doesn't sound so bad. Or keep it "cheap" at 100pts, to attack the enemy's attention with a flying TL Lascannon after you drop your squad. *'''Aurox Armored Transport:''' model shown on Horus Heresy Weekender (03.02.2018). Looks absolutely gorgeous. A Rhino analogue, 35 pts, 11/11/10, 3 HP, Explorator Adaptation, Heavy Stubber, that can and should be replaced with Multilaser or heavy Flamer for free, 2 Fire Points, 10 models Transport capacity. Sure, it's no Dracosan, but it's nice to get a transport that costs less than <s>50 points</s> the very squad you're transporting. ===Fast Attack=== *'''Auxilia Tarantula Sentry Gun Battery:''' It's 1-3 sentries, same as the ones used in 40K except just like every other heavy bolter in this army you have the option to replace them with multilasers for free. Each one can choose between firing up to 36" in a 90 degree arc or going full 360Β° but only up to 18" range. Hyperios missiles don't have to follow Firing Modes, though, and being Skyfire & Interceptor they're a very solid option for defense. Turrets equipped with Heavy flamers, Heavy bolters and Rotor cannons must fire at non-vehicles, and all Lascannons and Multi-meltas must shoot vehicles. If there are no preferred targets in range, then the turret will attack the nearest target in range. You can mix weapons in the unit, so this effectively means the unit has Split Fire. They can be deployed normally or be upgraded in one of three ways: They can be 'Concealed', gaining Shrouded until they start firing, where it wears off, or be used offensively by being Forward-deployed using Scout or Deep Striked, with each turret rolling individually, which coupled with Nuncio Voxes allows the set up of kill-zones and deadly cross-fires aimed at rear AVs. *'''Auxilia Leman Russ Strike Squadron:''' The world was truly strange in 30k, where Leman Russes were actually able to go FAST. Well, once a game they can get Fast using their Induction Chargers, they move like ordinary tanks normally. A worthy use of this ability is when you arrive at the wrong side of the table and need to cover terrain ''fast''. You can only grab the main, Exterminator, Annihilator and Vanquisher variations (AV14|13|[[Fail|''10'']], HP3), and [[Awesome|they all get Outflank]] and Auxiliary Drive along the usual Explorator Adaptation benefits. Yes, your main tactic will be [[What|''outmaneuvering your enemy with Leman Russes'']]. They all come with a hull mounted Heavy bolters that can be swapped for a Multilaser or Heavy Flamer at no cost, or a Lascannon for only +10pts. Likewise, they can also mount a Multilaser or Heavy flamer on the pintle, and can grab a HK. Why bother with those options? Because you can't have sponsons, but that's a minor issue since you also [[Fail|lack PotMS]]. For extra survival they can grab Armoured Ceramite and Extra armor, quite handy for Outflaking into enemy territory, where you'll be a [[DISTRACTION_CARNIFEX|fire-magnet]] for melta squads. **'''Leman Russ Battle Tank:''' That AP3 pieplate is going to work wonders in a Heresy setting! There are two main ways you can use the Battle Tank Russ in the Solar Auxilia, fire support (where it trundles along behind your main gunline) or to Outflank it. If you chose the former option then play it like you would in normal games of 40K, just with a bit more survivability. If you choose to Outflank it however, prepare for [[cheese]] to flow. This thing will be a massive [[DISTRACTION CARNIFEX]] to your opponent, appearing in his backfield and blasting the shit out of his army. If you do this, be prepared to be labelled [[That Guy]]. Avoid the Heavy Flamer on this one: your main gun is Ordnance, and you can't snapfire Template weapons. **'''Leman Russ Exterminator:''' Oh boy, now this will be fun. What is the thing that stops Autocannons from popping Heavy Tanks? High AV. What do most tanks have as rear armour? [[Troll|Low AV]]. This tank really shines in this role, where it can easily Outflank into the backfield and get shots at the weaker rear armour of the enemy vehicles. You can also run this in two ways: ''Tank hunter'', outflanking it with a Lascannon and killing tanks; or ''Infantry killer'', which with the help of two Heavy flamers and the Induction Charger can get into the face of infantry. Laugh manically as you toast his squads and then finish them off with Autocannon shells. If you want to take an Exterminator but don't plan on outflanking with it (as you might be thinking of doing with some of the other variants) look no further than the Incinerator, it's pretty much the same tank with +1 HP instead of outflank, an extra shot on it's main gun, and deflagerate instead of AP4. **'''Leman Russ Annihilator:''' While the Legiones Astartes are missing their Annihilator Predators, yours can Outflank to the back of Spartans, where their Flare Shields can't reach. Get two lascannons (one of which is Twin linked) on it and let the cheese flow. Even if they are in your side of the table, with 48" range weapons you can [[FATAL|reach out and touch him]]. Otherwise you're probably going to be better served with the Exterminator above for almost everything else. **'''Leman Russ Vanquisher:''' What's better than a ''72" S8 AP2 Armourbane'' weapon? To make it appear [[Just_as_planned|behind the enemy]]'s Flare shielded Spartans. Sure, BS3 with no TL takes away most of the appeal, but Armoured Ceramite doesn't protect from Armourbane, and with 72" range no place will be out of your reach. Instead of outflanking it you should upgrade its BS with a nearby Cognis-Signum. It's a bit of a shame these weren't made as options for the heavier Leman Russ' as with 72" range and innate Armourbane, they need outflank far less than other Variants. What they need more than anything is the BS-boost from the Strategos and to help pop transports in the first turn so you can mush what's inside with your anti-infantry weapons. *'''Auxilia Thunderbolt Heavy Fighter''' This is a somewhat fragile but very fast and hard-hitting fighter, being Supersonic, and its 'Combat Interdiction' rule allows it to re-roll reserves in order to counter enemy flyers. It has 11/11/10 and 3 HP, along with 2 Twin-Linked Autocannons and a Twin-Linked Lascannon. It also has 4 special 48" S6 AP2 Armourbane Heat-Seeking missiles that make it ideal against other flyers, that can be swapped for Hellstrike missiles, Ordnance meaning better chances of penetration at the expense of BS1 for everything else (better use your Lascannon) or Sunfury missiles, which are awesome against MEQs, being Blind AP3 and wounding them on a 2+. But the hype fades when you see they Get Hot. BS4 is already nice, but it can become a dedicated tank killer by taking Ground Tracking Auguries. To help its survivability it comes with an Armoured cockpit and Chaff launchers, so stunlocking it is pointless, and glances can even be ignored if it rolls a 6 after getting the hit. On top of all that it can take a Flare shield *'''Auxilia Primaris Lightning Strike Fighter:''' A high speed fighter and cheaper alternative to the Thunderbolt for your Aerial needs, it's a fast (Supersonic) Agile (3+ Jink save) survivable aircraft, even with only 2HP due to its Chaff launcher (4++ save against missiles, Eat shit Tau!) and can further back it up with a Ramjet Diffraction Grid - a Flare shield for your butt, so your armour is effectively 11/''12''/11. It can put out a lot of Dakka with Missile barrage, and even more with Ground Tracking Auguries for strafing runs (though it already craps out a lot of dice rolls and/or blast template weapons so this isn't that big of a deal) and with Battle Servitor Control (gains Tank Hunter) it can reasonably take out other fliers before working on the ground troops. It starts off with a TL Lascannon, and can also take up to 3 payload options, though it does not state you cannot take the same one thrice. Twin-linked weapons count as one payload, as do the "Two X" missile/bomb options. **Twin-linked Autocanonns are strong against light & medium vehicles, which is to say all flyers, and with Twin-Linked and Tank Hunters you'll clear the skies in no time. Twin-linked Multi-lasers behave similar to Autocannons, while S6 means the heaviest flyers might be troublesome, against AV11/10 this is in fact as good/better than Autocannons due to the higher number of shots. They can take the very versatile Twin-linked Missile Launchers for Penetrating hits everywhere, though you'll need good luck to hurt Land Raiders, but they'll need even more luck to hit you back and they cannot outlast what they can't even hit. Frag missiles mean you could hit more ground targets than multi-lasers, and it can even upgrade to shoot Rad missiles (the ''only'' Rad weapons in this entire list), allowing you to clear out blobs of MEQ's, though this does get expensive fast. Against air targets however, remember that some have Chaff launchers, so for plane-killing you'd be better using Autocannons. **The Lightning can also take several pairs of One Use only items, of which you can fire up to 4 in a turn because of Missile Barrage. Even though you can fire a normal weapon as much times as you like, with only 2HP this plane might not survive that long, so Missiles and Bombs aren't a bad choice. Options are two Kraken Penetrator Missiles, aka Flying Melta bombs. These are incredibly nasty (though expensive) anti-armour but they'll take down every vehicle up to and including Knights with little trouble (with Servitors and Ground-tracking Auguries). Or 2 Sunfury missiles, which with Blind, S6 and AP3 are pretty damn good at killing MEQs but the hype fades when you see they "Gets hot", which on a 2HP aircraft is going to get the unfortunate crew squatted, specially when coupled with the next item: ONE Phospex Bomb cluster, the S5 AP2 3" blast and moving Dangerous Terrain everyone loves, now in Heavy 2 Barrage Bomb cluster flavor. Should the aircraft suffer any hull damage roll a D6, on a 6, it explodes. Finally, it can also take 2 Electromagnetic storm charges. Haywire is an easy way to remove hull points, but with One use you're gonna need a lot of them, while Penetrator missiles could do that job better. HOWEVER, at S3 and AP4 it ignores the saves of GEQs. And who uses lots of light infantry alongside armour columns? The Imperial guard and Solar Auxilia. Also great against the [[Warhammer_40,000/Tactics/Mechanicum:_Taghmata_(30k)|Mechanicum]], an army composed of models with either [[Servitor|T3]], a [[Thallax|4+ save]] or vehicles. So it's not that bad it seems. ===Heavy Support=== *'''Auxilia Leman Russ Assault Squadron:''' The other half of the russes, the Demolisher, Incinerator and Executioner (without Gets Hot!) are all present in this force and are slightly cheaper. Unlike their 40k counterparts, these are NOT Heavy Vehicles. Other than that, these Russes are played just like normal tanks, Auxiliary Drive and Explorator Adaptation making them a little more mobile, and they all have [[Mary_Sue|+1 Hull Point]]. Never forget it. As usual, they have access to pintle and hull weapon options, but no sponson weapons, as well as Armoured Ceramite, Extra armour and HK missile. They have a special rule called 'Co-ordinated Fire Protocols', where as long as 2 or more tanks from the squadron are firing at the same unit, the tanks firing at that target gain +1BS. **Due to the lack of sponsons, the Incinerator's Volkite Demi-Culverin (45" Heavy 4 |S7|AP5|Deflagrate) is worse than Twin-Linked Autocannon after being nerfed by a copy-paste monkey that worked on HH Rulebook (it was Heavy 5 before) for dedicated anti-infantry. Spamming S10 AP2 templates using both Dracosans and LR Demolishers is viable, and some will end up arriving at the enemy's doorstep simply because it's difficult to remove that many HP fast enough. Try to Outflank the Dracosans with Strike Russ support for a deadly pincer attack. *'''Auxilia Artillery Tank Battery:''' Either the close ranged S10 AP2 Medusa, long ranged S9 AP3 Basilisk or the balanced S6 AP3 Ignores-Cover Bombard. Pay attention to the model: That's a Leman Russ chassis. See any crew? NO! Because it's ''not open-topped.'' Enjoy your 13/12/10 artillery. They all can grab pintle weapons if they feel the need to defend themselves and can buy some extra survival gear too. However, Bombards can also fork over 25 points to gain Sunder and Concussive on their blasts, though with S6, don't expect it to turn it into an anti-tank option anytime soon. *'''Auxilia Malcador Heavy Tank:''' Nerfed into the ground by FAQ. A 13/13/12 Fast Tank, with all the bad things the lack of Super-heavy means. Starts with a traverse-mounted battlecannon, a hull-mounted autocannon, and 2 autocannon sponsons. The battlecannon can be swapped for a twin-linked lascannon. The autocannons can all be swapped for heavy flamers, multi lasers, or lascannons, with the hull one being swappable for a demolisher cannon. Remember the moment you fire anything with Ordnance, other weapons can only Snap Shot! Has access to flare shields, armored ceramite, and siege armor (+1 av on front, at the cost of fast vehicle, which will hurt since you're firing only 1 weapon with full BS the moment you move), and 6 hull points makes this a tough nut to crack. Unfortunately with the way its' weapons located, you're not likely to engage a single target with all of them. Avoid like plague. *'''Auxilia Malcador Infernus Special Weapons Tank:''' Hand picked to completely fuck over any infantry up to and including Terminators (more on that below), bikes and ''jetbikes'' as it allows no cover saves. A tank with a MASSIVE S7 ap3 hellstorm weapon with an 18" torrent on it. But if you really want to turn your anti-MEQ tank into unholy rape machine, it has the option to upgrade to chem munitions, making that 18" torrent hellstorm s3, 2+ poison and ap2, which you should always do playing against Legiones. Has the same sponson options as the standard Malcador. Doesn't roll on catastrophic, so Highly Flammable doesn't work. **The lack of Super-Heavy due to FAQ nerf hurts, but it's not a lost cause, unlike regular one. The sheer destruction Infernus may unleash keeps it viable. *'''Auxilia Valdor Tank Hunter:''' A Malcador with a Neutron Beam Projector, a 36" S10 AP1 Ordinance 2 gun that has Concussive and force Superheavies that get a pen to only fire snap-shots for the next turn. It also has a SINGLE sponson-mounted autocannon (which can become a Multilaser, Heavy Flamer, or Lascannon), making for a very weird dead zone on one side of the Valdor. Being an insanely expensive dip, you need to keep this side covered at all costs if you want to total tanks. Not only because you want it to live, but because if you ever suffer a pen, you need to re-roll all results of 1 on vehicle damage and if it explodes, it adds +d3" to the explosion radius. Cost a ton, and with loss of Super-Heavy, doesn't have anything to compensate. *'''0-1 Cyclops Remote Demolitions Unit:''' Nobody really likes these things. Sure, you can buy 1-5 of the little doom-tanks, but they all must use the same payload: an S9 AP3 Large Blast, an S5 AP4 Cover Ignoring ''Massive'' Blast, or a D Blast with Blind and ID, which can only be purchased if a Lord Marshal's in the army. They must be deployed together, but afterwards they can wander separately. However, they must remain within 36" of a Character, or else they stop in their tracks. But don't keep them too close; if they're destroyed, on a D6 roll of 6 they detonate. To use them you'll need an effective distraction, of which numerous examples have been presented already, and preferably Outflanking units. You can't afford to lose models that cost 70+ pts a piece. You can actually charge with these and they detonate at initiative step 10! If you've got a spare heavy support slot these can be pretty cool to hide out of LoS and bring out of nowhere when that 20-man [[Sons of Horus]] tac squad wants to charge your squishy gunline. You can also infiltrate them if you choose the Master of Ambush trait with your Lord Marshall as they are infantry. Deadly (and we mean that) in [[Zone Mortalis]]. *'''Saturnyne Pattern Carnodon Strike Squadron:''' Forgeworld are you feeling okay? The Carnodon Tanks are surprisingly great for their cost, you can buy 2 of them for less than a single Leman Russ (or 3 of them for some of the more expensive Russ's) and they can be given surprisingly great equipment for a variety of roles, doing whatever the Leman Russ's were going to do, but for a much cheaper cost. Granted they've also got less armour (12/11/10), but that's hardly an issue when you can have 2 of them for one of those. It also has a 6+ invuln, which won't do too much, void hardened armour, which will do even less, and it re-rolls all failed dangerous terrain tests, which can be a lifesaver from that asshole who spams Phosphex/Graviton or if there's just a lot of terrain. Option-wise they can take autocannon, lascannon, multilaser or Volkite options for both the turret and the sponsons, though note that lascannons are very expensive with this tank. ===Lords of War=== *'''[[Baneblade|Auxilia Baneblade]]:''' - Though outclassed by the Legion Fellblade, the Baneblade is still a nasty proposition to face. Sporting a Baneblade cannon, Autocannon, Demolisher Cannon, twin-linked heavy bolter, optional sponsons, armed with twin-linked heavy bolters and lascannon each, pintle mounts, and optional Hunter-killer missile, it is a rolling fortress of death. Fellblade, however, is better in every way possible, having sponsons and 12 hull points by default ''at roughly the same cost'', so leave Baneblade from tournament list. *'''Auxilia Stormlord:''' - Your basic stormlord. Still vomits walls of bullets per turn, still has absurd transport rules. Unlike 40k, though, it has heavy bolters instead of heavy stubbers in the troop bay. It is also notable that because of its rules: in terms of <u>access points</u> it count as Open-Topped for the purposes of disembarkation and embarkation, meaning it doesn't actually have access points and you can jump on and off the vehicle from any part of it. It is not actually an open topped vehicle, so the passengers cannot be shot at, or shoot out except from the fire points ''("limited" to twenty)'' nor is it an assault transport ''(so you cannot charge out)'' **If you want the '''[[Rape|ULTIMATE LAWNMOWER]]''', put FOUR veletaris squads inside. On turn 1, move 12" (except you can only move 6" and still disembark), disembark 6" with all 4 squads, and then put on this song at the start of your shooting phase... https://www.youtube.com/watch?v=cTVdP7KyKE4 For a rundown of what your opponent will be expecting if you actually pull this off: :* Split fire with all of the following: :* 3 Heavy Bolter Shots (S5 AP4) :* 5 TL-Heavy Bolter Shots (S5 AP4) :* 4 Lascannon Shots (S9 AP2) :* 20 Volkite Charger shots(S5 AP5 Deflagrate) :* 20 Volkite Charger shots(S5 AP5 Deflagrate) :* 20 Volkite Charger shots (S5 AP5 Deflagrate) :* 20 Volkite Charger shots (S5 AP5 Deflagrate) :* 15 (30 if you stayed still) Vulcan Mega Bolter shots (S6 AP3) *Or, instead of adding anti-infantry power to anti-infantry tank and rushing right to the enemy (which is ''not'' a good tactics with all that Medusas and Spartan deathstars around), turn your tank into a rape machine in following simple steps: **1) Add tank commander and "preferred enemy:infantry". He's counted as HQ choice, not a tank upgrade, so this tactic is viable even in 2000pts game. Rerolling 1 wounding on 2+ is fun. Shooting at BS4 (rerolling 1) is even better. Overwatching with all weapons is priceless. **2) Now the dick move. Put 2 Enginseer Adepts in there with 16 Servo-automatas each armed with grenade launcher. If opponent is trying to swarm your precious Super-heavy with dreadnoughts or something (like Spartans. They will pop too), introduce them to Tempest grenades. Remember they all can overwatch from troop bay. Oh, yes, they have 5+ in all-bolter environment, but who cares, they are inside a giant metal fortress of death. And Enginseers can make repair rolls. ***That's it. It's up to your opponent to come to you and get blasted by Servo-automatos or just eat 30 S6 AP3 shots with PE every turn. Either way, he's fucked. ***Be warned that doing this is very likely to result in your opponent picking up your Stormlord model and beating you upside the head with it. *'''Auxilia Shadowsword:''' - for hunting Titans and enemy Superheavies. Can also one-shot Primarchs on a lucky six on Destroyer roll, though mind for invisible ones (Lorgar and Corax), since you cannot snapfire blasts. Not really worth it as 7th edition nerfed Destroyer weapons hard, you're better off with Tempest grenades for tank hunting if you're taking it against anything up to Warhound. Has potential against Mechanicum as they usually rely on superior T coupled with 3+ or 2+ save. *'''Auxilia Stormsword:''' Best at street fighting and siege warfare (and there was a lot of that in the Heresy), what it lacks in range is is made up for in firepower, and in 30k firepower is everything. Awesome when facing mass-drop lists as range does not matters and those dreadnoughts will have no shrouded from their pods, and blast hits both dreadnought and its' pod. Problem is, Infernus does its' anti-infantry job just as good, while costing less and not occupying LoW slot. *'''Auxilia Stormblade:''' - Taking the Shadowsword chassis and sticking the Plasma Cannon from a Titan on it. Allows for two firing modes: Rapid and Overload. Rapid gives you 2 shots at 72", S8 AP2 with a 7" Blast and Overload drops it down to 1 shot with 96" range S10 AP2 Apocalyptic Blast. So if you need to clear out a horde of non-super heavy tanks or massed Astartes at range, this'll be high on your list. *'''Auxilia Stormhammer:''' - Taking Dakka to a logical extreme, the Stormhammer is less a superheavy and more a rolling fortress bristling with guns. Its hull weapon is a TL Battle Cannon, and its main gun is a S9 AP2 cannon with shred and pinning. With the options to take a pintle-mounted multilaser or heavy flamer, up to 4 HK missiles(!), a coaxial multilaser, a hull lascannon on top of the battle cannons, and six sponsons, all of which are armed with multilasers by default (making it [[C.S. Goto]]'s dream tank) but can be swapped out for heavy bolters, heavy flamers, or lascannons (and the first two options are free), it can take on more targets at once than any other superheavy. (The sponsons are switched out individually, so feel free to mix and match however you like.) And as an added bonus, it has an inherent 6++ invulnerable save versus blast and template weapons and can reroll failed dangerous terrain tests. In short, the Stormhammer is your best bet for a versatile superheavy that can fit any situation that you can think of.
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