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===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.
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