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Die Standing - Imperial Militia Tactica


Stofficus

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Alright gents, Tempest is rolling out to the EU at present and should be in the hands of everyone by next week I'd imagine, so I'd like to offer a few early ideas on the Imperial Militia list included in Tempest and try to get a better feel for how best to use it. 

For those who don't have the book, let me provide a brief thematic rundown: 

The list has few choices per slot - Troops being the most plentiful, but in general the idea is few distinct units but with vast upgrade potential and modification via army-wide modifications provided by Provenances of War, unlocked with the basic leader character, the Force Commander. 

In general, special weapons are few and far between - command squads can't take anything deadlier than a grenade launcher and only Grenadiers, IG Veterans with carapace armour in effect, can only buy 2 specials from the "normal" roster (plasma, melta, etc). Otherwise, you're choosing between primary armament choices, and boy are there a ton of them. The default gun, a whopping S3 Assault 1 18'' weapon is to represent everything from arbalests and muskets to simple rifles can be changed out for more conventional lasguns/autoguns, shotguns or more specialist choices like pistols, laslocks and the like depending on the squad. There is a great deal of synergy to be had between Provenances of War and certain wargear choices; Grenadiers with Gene-Alt and Feral Warriors can, with proper upgrades, fight off Space Marines, even get a slight advantage with "Augmented Weapons" giving them a further +1 S. 

That being said, the limited number of choices and special weapon toting units makes me feel the list can't fully stand on its own. Their infantry can provide fantastic weight of fire and bodies (standard infantry cost half of what a Guardsman does with the same stats - albeit 1 lower leadership, the most expensive gun upgrade still leaves them cheaper than Cadians, and the "Levies" cost even less, don't confer first blood or kill points), but to engage vehicles, MCs or the like you'd need to rely heavily on massed heavy weapon teams (5-10 can be purchased as non-mandatory troop choices) and a very limited Russ selection (Standard, Annihilator, Demolisher, Exterminator only, only heavy bolter/heavy flamer sponsons). 

 

Interestingly, however, is the Provenances of War which really make these infantry shine in spite of their limited options aren't dependent on being a primary detachment, or the Force Commander being the warlord, so the real "Flavour" of the list is easily achieved as an ally. In fact, in my first test list my Ultramarine allied detachment had more points than my Militia primary.....

Their kitsch is certainly in throwing bodies at the enemy and hoping they drown in all the blood (though Survivors of the Long Night can do a pretty cool pseudo-marine list), and they're a modellers/converters dream, and indeed, many rules specify that effort must be made to model the more esoteric nature of many of these units/upgrades, but the limited nature of the roster in terms of distinct units hurts it in my opinion - especially as these units are not radically dissimilar those of the Solar Auxilia. 

So, allies, dependent on allies on their own, or do those with an eye for T3 5+ troops have some brilliant insights they would like to share? 

Also, I'm more than happy to answer any questions about the list more in depth for those who haven't had a chance to look it over themselves. 

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I think their true usefulness is against a warlord Titan. Spam them as an ally and keep all your Titan killy Astartes in reserve to strike while your enemy fruitlessly uses high grade explosive apocalypse weapons to kill 100 models a turn each only worth 2 points :D

 

Other than that, I feel that these guys are a bit more fluffy and intended for Gaurd players to join into the heresy or fluff bunnies to run hand made specific units like the geno that they've always wanted to.

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I dont think their that useful against a Warlord since it can shoot S:D Apocalypic Blasts/Barrages. They also literally cannot hurt it or tie it up in CC and if they get too close? 5" Stomp.

 

And, lets be honest, if a Warlord shoots at them, it probably means theres nothing else worthwhile up-to 360" Threat Range. And thats not good.

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I dont think their that useful against a Warlord since it can shoot S:D Apocalypic Blasts/Barrages. They also literally cannot hurt it or tie it up in CC and if they get too close? 5" Stomp.

 

And, lets be honest, if a Warlord shoots at them, it probably means theres nothing else worthwhile up-to 360" Threat Range. And thats not good.

Lol use as cannon fodder, not for taking one down. I'd rather lose 2 point levies than 15 point+ marines. But again that's larger games. Since you don't have quite the benefits that the SA have, you'll likely be maxing out on Russes and heavy weapons for 2000 point games.

 

And although the upgrades seem useful, I believe they have a point cost. Essentially your making crappy troops slightly more expensive for some gain (though +1 T riflemen will still die to bolters in droves). The +1 armor save is nice for grenadiers to make cheap units with good throws. I think the bigger winner here is the traitors with them able to take zealot on their units for mass spam of fearless cheap troops to grab objectives.

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I dont think their that useful against a Warlord since it can shoot S:D Apocalypic Blasts/Barrages. They also literally cannot hurt it or tie it up in CC and if they get too close? 5" Stomp.

 

And, lets be honest, if a Warlord shoots at them, it probably means theres nothing else worthwhile up-to 360" Threat Range. And thats not good.

Lol use as cannon fodder, not for taking one down. I'd rather lose 2 point levies than 15 point+ marines. But again that's larger games. Since you don't have quite the benefits that the SA have, you'll likely be maxing out on Russes and heavy weapons for 2000 point games.

 

And although the upgrades seem useful, I believe they have a point cost. Essentially your making crappy troops slightly more expensive for some gain (though +1 T riflemen will still die to bolters in droves). The +1 armor save is nice for grenadiers to make cheap units with good throws. I think the bigger winner here is the traitors with them able to take zealot on their units for mass spam of fearless cheap troops to grab objectives.

 

From what I've read, with Survivors of the Dark Age and one other + Augmented Weapons, can get pretty close to Space Marine Stats and might give them a decent run for their money in CC. But beyond that? S3 18" Assault 1 shooting is nothing to write home about and with Volkite Culverins....well, you get the idea.

 

TBH, their only real allure is cheap, cheap bodies that you could easily field in the Hundreds, especially with the Levies.

 

And just a last thing on the Warlord vs Cannon Fodder: They're Fodder of the Lowest Magnitude in that regard, then. You could literally ignore them with your Warlord. All they'd do at that point is take up space on your side of the Board. And since the Warlord can shoot at Buildings, Ruins, Cover and all that, you could, instead of shooting at the Milita while waiting for any of the Heavy Hitters to get on the Board (as described in your Scenario), you just blow up any possible Cover for them since you can only Take Cover or Invulnerable Saves vs rolls of 2-5 on the Destroyer Chart.

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I'd certainly agree they're more of a fluff army with the ability to bring in 40k players on the cheap into 30k. They're a slightly spammier Solar Auxilia with more infantry upgrades but fewer vehicle options. 

One interesting potential, however, is with their mechanised options which I think, while no good for me (I'll be using my Death Korps to provide some free variation to any 30k list I use), Survivors of the Dark Age will let you run 3+ BS4 troops in rhinos for less than a Legion. With equivalent weapons, about 30 or 40 points less in fact. Combined with other provenances and you could make a pretty interesting list around vehicles; rhino rushing with Leman Russ/Malcador/Baneblade support is nothing to sneeze at. They won't do as well in melee without further enhancements which would close the price gap (though not dramatically), so jumping in and out of rhinos will be of some import. Additionally, as the Militia can choose their warlord trait you can really customize your list further; stealth and move through cover in ruins a clear frontrunner or infiltrating 3 units, etc. 

Other than that, they'd make a decent gunline - they have access to Rapiers and Artillery carriages as well as Russes. Even the killiest marine units won't like being shelled continuously while being peppered by a million small arms shots (it's only 1ppm for "proper" lasguns, and Grenadiers cant ake SA Lasrifles, amongst other options, so it's not like they're stuck with S3 Assault 1 18'' guns). I, however, just don't find those sorts of lists fun (my Korps, for instance, is an Assault Brigade. It's horrible under the current rules, but I'll be damned if I sit in cover and place templates all game - I want to run at people and engage in real maneuver and infantry battles). 

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If I was trying to recreate the Death Korps with the Militia List, is there a way to boost the Levy Squads to Ld 7-8 with 5+ Flak Armor and Lasguns like the normal DK have, without having to use Survivors of the Dark Age, which will boost my Grenadiers to 3+ Armor (Im trying to avoid power armor outside of my Legion armies). 

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If I was trying to recreate the Death Korps with the Militia List, is there a way to boost the Levy Squads to Ld 7-8 with 5+ Flak Armor and Lasguns like the normal DK have, without having to use Survivors of the Dark Age, which will boost my Grenadiers to 3+ Armor (Im trying to avoid power armor outside of my Legion armies). 

 

There's no way to give them Flak, but you can get better leadership with Warrior Elite and throw in Alchem Jackers for stubborn in melee and can only be pinned from shooting tests, or Feral Warriors for +1 WS and the ability to buy extra attacks for every model in a squad for 25 points (that's 0.5 points a model for a full Levy squad). Alchem also allows you to buy Rage for the same. Lasguns (called Lascarbines in this case) are an available upgrade, as are Vexilla. 

 

However, just using standard militia squads with some of the above provenances would likely be better; they're only 0.5 points more per model, have flak by default, frag grenades and are BS/WS3 rather than 2. The advantages for Levies are cheaper per model cost to apply specific provenances, the 50 man unit size and the fact they don't confer kill points or first blood. 

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Im trying to fit a large number of Infantry models on the table, which is nearly impossible without the Levy Squad. Solar Auxilia can fit the same amount of models on the board in 2 tercios, and Im trying to differentiate between the two with sheer volume of Infantry. Sub-flak armor may not be an issue (as bolters ignore Flak Armor anyway), Its the leadership and weaponry Im conceded about. They will spend most games behind heavy walls and screened by tanks if they are moving. 

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Im trying to fit a large number of Infantry models on the table, which is nearly impossible without the Levy Squad. Solar Auxilia can fit the same amount of models on the board in 2 tercios, and Im trying to differentiate between the two with sheer volume of Infantry. Sub-flak armor may not be an issue (as bolters ignore Flak Armor anyway), Its the leadership and weaponry Im conceded about. They will spend most games behind heavy walls and screened by tanks if they are moving. 

 

Well in that case Ld8 is possible, and can be supplemented by "Discipline Cadres" for Ld9. Standard lasguns are an option, as are laslocks for S4 Assault 1 if you are so inclined. 

 

For absolute mass of models reminiscent of the Korps, you're covered. I might advise for movement trays however, as even with lasguns they're only 3 point models. 

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The imperial militia interest me because they could be a good way to put my dkok okay the table. How do they compare to solar auxilia? What squad gets the most amount of members? Also what's the big difference between levie squads and grenadiers? I might run these guys for my imperial guard if they prove interesting enough.

 

Does the army have anything in the way of artillery and anti air?

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The imperial militia interest me because they could be a good way to put my dkok okay the table. How do they compare to solar auxilia? What squad gets the most amount of members? Also what's the big difference between levie squads and grenadiers? I might run these guys for my imperial guard if they prove interesting enough.

 

Does the army have anything in the way of artillery and anti air?

 

They're in many respects similar to the Auxilia, though noticeably cheaper though generally less resilient, but have a much wider array of weaponry. 

 

For the most bodies, Levy Squads can be 50 strong at 2 points a model naked with BS/WS2 a 6+ save and a few basic gun options, Militia are guardsmen equivalents but half the price and one less leadership but 20 strong and with no specials, but a wide array of standard arms. Grenadiers are the last standard troop and are veterans with carapace, can be increased to 20 strong and can take two specials alongside the widest array of standard gun options. Death Korps are an easy translation - I've already worked out lists using my existent model collection, but my 1500 point list has dropped to about 900 points (solution, BANEBLADE! Oh, and some spehss mehrines). The list is clearly designed to use existing collections fairly easily. 

 

As for artillery, no artillery tanks but instead you get artillery carriages and the usual rapier quad mortar, as for anti-air you're reliant on allies or aircraft - thunderbolts or lightnings. Still limited like the Solar Auxilia, but some more thematic differences on offer. No matter what, my Korps will find an opportunity to fight on the battlefields of the 31st millenium. 

 

That being said, I find the Solar Auxilia more attractive in general - I like elite troops myself slightly more, and their tanks have a lot more frills (and have glorious, glorious volkite) but they can't put the same number of bodies in the field, and of course, don't allow the use of all sorts of existing or converted ranges.

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Stof, I was thinking of using a Discipline Master as a counts-as Lieutenant and attaching each four to four forty man 'Platoons'. Two twenty man squads of Grenadiers would be the 'spear tip', and I assume the closest they will get to hellguns is a Laslock?
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Stof, I was thinking of using a Discipline Master as a counts-as Lieutenant and attaching each four to four forty man 'Platoons'. Two twenty man squads of Grenadiers would be the 'spear tip', and I assume the closest they will get to hellguns is a Laslock?

 

I'd say Laslocks are the closest match, or Auxilia Lasrifles in terms of utility. A single S4 18'' assault 1 gun isn't terribly exciting, but 20 of them followed up by a charge could make someone take notice. 

 

You'll certainly have quite the human wave, and hilariously worth no VPs. 

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Stof, I was thinking of using a Discipline Master as a counts-as Lieutenant and attaching each four to four forty man 'Platoons'. Two twenty man squads of Grenadiers would be the 'spear tip', and I assume the closest they will get to hellguns is a Laslock?

 

I'd say Laslocks are the closest match, or Auxilia Lasrifles in terms of utility. A single S4 18'' assault 1 gun isn't terribly exciting, but 20 of them followed up by a charge could make someone take notice. 

 

You'll certainly have quite the human wave, and hilariously worth no VPs. 

 

Just Beware Flamers, Volkites or anything with a Template!

 

Rapid Firing Seeker Tempest Bolts just got potentially EVEN MORE HILARIOUS.

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I think for the militia they have to rely on their doctrines to help. And that's something that I just realized about the milita THEY HAVE DOCTRINES!!! As a guard player this brings tears to my eyes to see this. We haven't seen this since 4th edition. Spamming the field with levies is kinda nice but as every guard player knows guardsman are :cuss. Even in numbers they are exactly killing machines. We probalby have to use some grenadiers for specials and leman russes. What weapon would you guys use on your infantry? Also which doctrine do you guys see as the most useful? I'm thinking the survivors of old night is nice though to similar to space marines and the warp cult thing, it settles leadership issues.
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I think for the militia they have to rely on their doctrines to help. And that's something that I just realized about the milita THEY HAVE DOCTRINES!!! As a guard player this brings tears to my eyes to see this. We haven't seen this since 4th edition. Spamming the field with levies is kinda nice but as every guard player knows guardsman are censored.gif. Even in numbers they are exactly killing machines. We probalby have to use some grenadiers for specials and leman russes. What weapon would you guys use on your infantry? Also which doctrine do you guys see as the most useful? I'm thinking the survivors of old night is nice though to similar to space marines and the warp cult thing, it settles leadership issues.

Alchem Jackers give your entire force Death Korps style morale endurance, and for few points. You can only be pinned from shooting, and are stubborn in melee. Add in the ability to buy Rage for specific squads is just icing on the cake to make a cheap counter-assault unit. Marines don't get morale endurance like these guys do. Given militia native leadership is awful, it goes a long ways.

Survivors is certainly interesting, and offers the most potential for a mechanised, powerful list, but modelling wise is a bit more challenging. Interestingly, it's a great place to use aftermarket models - Anvil Industries "Black Ops" power armour being a great fill for upgraded Grenadiers, being a functional looking, chunkier version of Astartes armour. It's an interesting doctrine, but not as guard-friendly on the model front due to its requirements.

Feral Warriors is another favourite of mine (am going to combine with with Alchem for 30k Death Korps), WS4 gives your troops a lot more melee resistance versus marines (which is a good place to be - it's the only place you'll actually get to use that 5+), and buying an extra attack for every model in the unit could offer excellent melee horde potential. Given it's a flat price regardless of unit size, levies suddenly become quite attractive in melee; 40 strong, 2 attacks base each? No marine squad will enjoy being charged by that.

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Have a look at this link for a summary of pretty much all the army.

http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Militia_and_Cults_%2830k%29

Plenty of scope for customisation, I like the idea of Frenzon (upgradable Rage for units) mixed with another CC trait. Whatever the Legions fail to gun down will soon swamp power armour.

For heavy fire power, Leman Russ tanks tongue.png

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