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===Ranged Weapons=== This army has staggering variety of less than staggering small arms, allowing you precise control over the balance and type of your firepower to affordability. The big guns have generally been severely nerfed since 1.0, but many are still usable and the non-template ones have, if anything, been greatly buffed. '''Auto Weapons'''<br> What we would call firearms today. As expected, use varies widely based on size, rate of fire and caliber, but has poor AP with one very large exception. *'''Autorifle:''' Reskinned Lasgun with the same 24" Rapid Fire S3 AP-. *'''Autopistol:''' 9" S3 AP- Pistol 2. Any unit that has access to a Laspistol generally may take an Autopistol instead if they choose to. The 3" loss in range will barely matter in most instances, particularly if either party intends to get into assault, as either player will try to close to a comfortable distance to make sure that charge distance roll actually succeeds. So the Autopistol is usually the better choice for attackers and units performing overwatch reactions. *'''Stubcarbine''' 12" S3 AP- Assault 3. Pistol range, but beats out Lasgun/Autorifle once it gets there. If you anticipate being this close then it is the clear winner. Though you are certain to be counter attacked and chewed up from being this close. *'''Shotgun:''' 12" S3 AP- Assault 2, but with ''Concussive (1)''. They can potentially reduce the WS of their target unit by one if they fail a leadership save. Obviously everyone has better WS than Militia, so if you can actually get this to work, it can make a fight against a non-elite melee opponent slightly more manageable, if not winnable. But everyone also have better Ld than Militia, so it is unlikely to really come into play a lot. If you actually intend to get into combat with some units, then it may be worth taking. Otherwise a Stubcarbine is strictly better at the same range. **On the flip side, while a single unit cannot force multiple Concussive tests...multiple units CAN. So if you're taking Shotguns, go all in. A squad of Grenadiers might only have a 25% chance to make Marines fail a LD test...but if they're backed up by an Infantry Squad who also shot the Marines then you now have a 43% chance (75% x 75%). Not to mention Ogryn's can take Thunderstubs with ''Concussive'', so you can back them up with this same tactic. *'''Sniper Rifle:''' The same gun from the Legion list. Has the most armor-piercing ability of your Sniper choices thanks to ''Rending (5+)'', so it's your default choice against Marines. *'''Heavy Stubber:''' A modern day HMG. It's an OK anti-infantry option with Heavy 3 S4 AP6, but as a squad heavy weapon it clashes with the 24" Rapid Fire of the stock Lasgun/Autorifle (everything else has even shorter range) and is underpowered compared to the Heavy Bolter/Multi-laser as a Fire Support squad/vehicle option. That said, if you so much as kill 1 Marine, you've made back your points. Is that likely? Up to you to decide. *'''Autocannon:''' The S7 AP4 Heavy 2 classic, except now with ''Rending 6+'' so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you're already paying so much for the platform it comes in and you might as well get a better gun. *'''Battle Cannon:''' Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3" blast is too small for anti-infantry, while it's simply not as good against vehicles compared to... *'''Vanquisher Cannon:''' An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 ''Brutal (2)'' means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. ''Sunder'' makes it formidable as an anti-vehicle option too. Unless you're playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it. '''Artillery Cannons'''<br> Various heavy ordnance that don't fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead. *'''Demolisher Cannon:''' Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 ''Sunder'' gives it 1-shot potential against smaller Automata. It's not generally as good as the Vanquisher, but don't discount this when playing against Mechanicum or Imperial Army. '''Bolt Weapons'''<br> The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don't expect to use it as anything other than that. *'''Boltgun:''' The Marine-standard S4 AP5 24" Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun. *'''Bolt Pistol:''' 1-shot 12" pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3" range, then the extra shot and strength will always be the better choice. *'''Heavy Bolter:''' At Heavy 4 S5 AP4, it's one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount. '''Las Weapons'''<br> Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. *'''Lasgun:''' The good old Imperial Guard weapon everyone knows from 40k with 24" S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options. *'''Laspistol:''' 12" S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don't expect to see this often, as the Autopistol is generally better. *'''Blast Pistol:''' Available to several kinds of squad sergeant, as well as Discipline Masters. 9" range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. *'''Lascarbine:''' 18" S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after. *'''Long-las:''' Laser sniper rifle. Loss of ''Rending'' compared to the stock Sniper Rifle means it's less effective at piercing armour, but S6 AP4 means it's murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying ''Feel No Pain'' in the process. Also has ''Sunder'' which isn't much on a S6 platform, but may sometimes be useful for light vehicles. *'''Multi-laser:''' A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don't feature both as an option, so you take what you can get. *'''Lascannon:''' The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 ''Sunder'' means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48" lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. *'''Gravis Lascannon:''' 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don't expect to see this often. '''Melta Weapons'''<br> S8 AP1 weapons with ''Armourbane'' at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4. *'''Meltagun:''' 12" Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it's generally better, and is priced as such. You don't nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter. *'''Multi-melta:''' 24" ''Twin-linked'' form; it's also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don't care. Actually a good weapon, as ''Twin-linked'' makes up for your mediocre BS3. '''Missile Weapons'''<br> Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. *'''Missile Launcher:''' 48" Heavy 1 weapon that can switch between S4 AP6 3" Blast ''Pinning'' Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles. *'''Hunter-killer Missile:''' One-use Krak missile for your vehicles. Won't do much given your BS3, but can be good fodder against Weapon Destroyed. '''Plasma Weapons'''<br> High strength AP4 ''Breaching (4+)'' weapons, with a propensity for exploding. Unlike marines, you don't get an armour save against ''Gets Hot!'' because the resultant wound is AP4, so see if you can find some way to mitigate it, like ''Feel No Pain''. *'''Plasma Pistol:''' 12" pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12" of the enemy in any case. *'''Plasma Gun:''' 24" Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role. '''Exotic and Miscellaneous Weapons'''<br> The stuff that GW couldn't be assed to classify. *'''Grenade Launcher:''' A mini Missile Launcher, with 24" and either S3 AP6 3" blast ''Pinning'' Frag shot or S5 AP4 Krak shot. Absolutely not worth it for 10 points in a game where Plasma Guns are 10 points.
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