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===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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