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===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.
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