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===Troops=== *'''Militia Infantry Squad:''' The core Troops choice. For 80 points you get twenty models with a variable loadout depending on your taste, and they are one of your only sources of ''Line'' for claiming objectives. With ''Strength in Numbers'' you may also take up to three squads per Troops slot. Which means you can get your objective claiming needs sorted out while leaving yourself plenty of other slots for spamming the better support units. **Lasguns/Autorifles have the traditional balance of range vs number of shots, and can outrange all of the other standard weapons, which can be good for keeping the enemy out of charge range. Furthermore, these weapons can purchase bayonets to give the squad +1 strength in melee. Not quite a winner, but doesn't cost you anything because it's the default and is the only choice with 24" range, so it's a decent choice for just sitting on objectives. **Lascarbine only has 18" range, but actually gives you more firepower from 12" to 18" because you get 2 shots. Considering how pathetic one S3 AP- shot per model is and how you don't want to be within 12" in the first place because you don't want to get charged next turn, taking the Lascarbines can be a significant improvement to your ranged firepower. **Shotguns have ''Concussive'' so are potentially able to reduce the enemy WS by -1 for a turn. At that range it can be a lifesaver when you inevitably get counter charged, as most common opponents could be reduced to equal weapon skill. Not entirely reliable as a lot of units are going to pass the test, or simply not care. But if you are going melee focussed for your army, this could be the better choice, as you can simply take lots of squads and force multiple tests. However, you don't have pistol+CCW if you have shotguns, so use this to support something else instead of charging itself. **Stubcarbines have more firepower than Lasguns within 12", but remove your ability to shoot from 24". If you're running ranged builds, this gives the best chance of reducing the enemy numbers before that inevitable counter volley/charge. **Taking pistols and melee weapons means committing the squad to melee, for an army that really doesn't like it. You should really only choose this if you're building the entire army around a melee build (like '''Feral Warrior/Alchem-Jackers'''). **One model can also choose to take a special weapon from the standard list. The choice should match the weapon the rest of the squad takes. So longer ranged weapons like Heavy Stubbers and Sniper Rifles will do better alongside lasguns, while Flamers work better with the other weapon upgrades due to similar ranges. Melta/Plasma are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at, and only getting 1 special weapon per squad means you won't really be threatening anyone. *From a statistical standpoint, Infantry are behind Levies and Grenadiers on toughness (Grenadiers have 4+ saves, Levies have twice the models at the same cost) and firepower (Grenadiers have better guns, Levies have twice the models). What they offer, however, is the ability to spam ''Line'' infantry, as Grenadiers come in single squads and Levies do not have ''Line''. This means for builds where your killing power comes from elsewhere (eg. Fire Support Squads, '''Industrial Stronghold''', allied detachments), Infantry are the way to go. Given that, think carefully about giving them weapon upgrades; if you actually want your squad to do something, you shouldn't be taking Infantry, except possibly as a cheap source of shotguns. *'''Militia Levy Squad:''' 20-50 conscripts at 2 points per model with a Lasgun, autogun, or a pistol and melee weapon. You can't really get cheaper than that. And with ''Strength in Numbers'' you can take up to three squads per slot, so you can really bulk up on the model count if you want to cover an impressive amount of ground. Like last edition, they are still expendable, so do not confer any victory points for their destruction. **Changes to the basic rules mean that there is considerable risk to taking them though. The ''Expendable'' rule also means that if they ever fail a morale check, they just get removed entirely, so the downsides of Militia subtype just get overwritten with worse outcomes. This makes it hard, if not impossible to use them as a tarpit unit. They do not have ''Line'' so can never score objectives, and with changes to Weapon Skill rules, they are less likely to hit anything in melee, while being more easily hit back. **On the bright side, they are actually more cost-effective as ranged units than normal Infantry Squads, simply because they're 2/3 as accurate but cost half as much as Infantry models. This means they're both cheaper than Infantry squads for the same firepower, and more slot-efficient because you theoretically more firepower per squad and therefore per FOC slot, on top of being tougher because you have more models with the same Ld6 and T3 5+. ***However, this is contingent on getting all of the Levy models into range, and fitting 30 or more models into 12" of the enemy is a lot harder than doing the same with 20 models. Moreover, Infantry Squads can pull closer by taking Stubcarbines. This changes if you have '''Armoury of Old Night''', as 30" 2-shot range makes getting your models into range a lot more forgiving. *'''Militia Grenadier Squad:''' Your other ''Line'' choice, but this one has the ''Support Squad'' rule, so cannot be taken as a Compulsory unit unless you also selected '''Warrior Elite'''. These guys are the Stormtrooper analogues, and all come with 4+ saves and +1 Leadership when compared to regular troopers. They have all the same weapon selections as regular Militia Infantry squads, so the same advice applies here, with the possible exception of remembering that with 4+ saves they are more likely to survive up close against bolter fire. Combined with the fact that Grenadiers don't pay for weapon upgrades, this means you really should take the carbines; if you want lasguns, take Infantry. **The Bolter sounds tempting, but you're paying 175pts for 20 BS3 Bolters when Space Marines pay 200pts for 20 Tacs and get an improved statline, 3+ saves and 2 special rules in the bargain. Moreover, if you do the math, you can get roughly the same amount of damage against T4 on Stubcarbines within 12", except you don't pay for Stubcarbines. It becomes more worth it with '''Legacy of the Great Crusade''' and/or if you've taken sniper weapons/Heavy Stubber, so that you retain 24" range. **Grenadiers are subject to far more changes from Provenances than any other unit, so their roles can change wildly depending on the Force Commander. With ''Warrior Elite'' they become the Primary objective takers, '''Legacy of the Great Crusade''' makes them more accurate, '''Survivors of the Dark Age''' turns them into Mechanised Mobile troops, while in '''Armoury of Old Night''' they gain incredible firepower that lets them outgun any other ''Line'' unit and quite possibly any other Troops unit in the game. In '''Debased Rabble''' and '''Unending Horde''' armies they become less common, or unavailable altogether. **Note that they get both their long arms alongside a pistol and basic close combat weapon. This is important for some Provenances, for example with '''Feral Warriors''' they can take the god combo (at least for this army) of Chainaxe ''and'' Shotgun. *'''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 3-10 teams and have the full range of Guard crew-served heavy weapons usually for 10pts each, plus some extras like multi-lasers and the stock heavy stubbers. These units have good potential, but even with 2 wounds per "team," their inherent squishiness and the punishing ''Emplaced'' rule mean they should be kept as far back as possible and usually in numbers less than the full 10 available per squad. **Like with the Field Gun Battery, the Fire Support Squad is subject to the ''Emplaced'' rule. This prohibits their Reaction choices to Return Fire, Overwatch, or Interceptor, which admittedly are the only ones you'd want to use anyway. It also means that if they ever have to fall back for '''any reason''', they abandon their weapons and are removed from the game. Even more so than other units in this list, invest in Discipline Masters or other ways to boost Leadership. ***'''Heavy Stubber''': The stock option. It'll murder another Militia player's Levy Squads, but its niche of "high volume, low damage" is better done by other options here. At the very least Heavy Stubbers look cool. ***'''Mortar''': Its ability to avoid danger thanks to the ''Barrage'' rule is somewhat mitigated by only having 36" range. However, it's the cheapest upgrade available at only 5pts, wounds Space Marine statlines on a 4+, and can be a plentiful source of ''Pinning''. Due to the last of these, they're best taken in MSU to force multiple Pinning tests. That said, a S4 3" blast makes it difficult to cause wounds and force tests on models tougher than GEQs. ***'''Heavy Bolter''': The premier choice for mulching other mortals thanks to AP4. Against Space Marines, the 36" range means this squad is usually close to the fighting, so try your best to keep them in cover so their meagre 5+ armour isn't blasted apart by basic bolters. ***'''Multi-laser''': A better choice against Space Marines thanks to its S6, it still suffers from only 36" range. ***'''Missile Launcher''': A versatile option, but sadly lacking Flakk Missiles. S8 AP3 Kraks are great for killing MEQs by piercing their Power Armour and inflicting ID and can reliably penetrate vehicles smaller than a Land Raider, while the Frags can be used like Mortars, trading in the ability to stay out of Line of Sight with ''Barrage'' for 12" more range so the enemy cannot reach you. Not bad to be honest. ***'''Autocannon''': A versatile weapon like the Missile Launcher, except it fires one type of round at middling damage and rate instead of having alternate ammo. At the same price as Heavy Bolters/Multi-Lasers but with S7 AP4 48" range and ''Rending'', Autocannons are the better choice against anything but total chaff units. ***'''Lascannon''': The priciest at +15pts, Lascannons are as good as ever. However, be mindful of the Fire Support Squad's BS3, and that the perceived threat of Lascannons mean this unit will likely draw much more fire against a squishy and now-expensive target. 2W won't help you when basically everything at the Lascannon's maximum range has >S6 and thus inflicts ID regardless. If your game plan revolves around one of these, consider ''Kinfolk Helots'' so you take ID from fewer sources and can thus also have ''Feel No Pain'' from a Medicae. *'''Reconnaissance Squad:''' Your "elite" troops choice. Coming with shotguns as standard, they all have ''Scout, Infiltrate'' and ''Moves Through Cover'' as well as having the '' Light'' subtype, giving them more mobility if they decide to Run and Gun. However, 50 points for five GEQ models is an awful lot to ask, and those sniper rifles come in at 10 points per model meaning this squad can easily become fragile point-sinks that have to work hard to justify their cost. Even so they are still one of the cheapest Troop choices in the game. Just have a plan for them. **It's worth remembering that Sniper Rifles and Long Las weapons are two very separate weapons in this list. Sniper Rifles are more appropriate for taking out high value officers with their 72" range and ''Rending (5+)'' rule. While the Long Las is more effective at taking out light vehicles with S6 and ''Sunder''. This means that Infiltrating into a good position at the start of the game can be crucial depending on the chosen target, such as getting a good angle on weaker rear vehicle armour. Not taking either Sniper choice is a bad idea, as you could more cost-effectively get shotgun/stubcarbine/lascarbine on Infantry Squads. ***You get 5 Sniper Rifles/Long-las regardless of how big the squad is. Strongly consider not taking any extra models if you want to snipe, particularly with the 72" Sniper Rifle, as you will be out of range of anyone shooting back. ***There is a marginal case for the stock shotguns in support of your Cavalry, as '' Light'' subtype and ''Scout/Infiltrate'' make Recons quick enough to accompany Cavalry, while a full squad has just enough volume of fire to force a ''Concussive'' test on MEQ even if you have to Snap Shot due to Running. 75 points to make sure your Cavalry take out that Heavy Support Squad is arguably worth it. That said, for literally any other melee unit, just use normal Infantry.
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