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Imperial Militia 3000pts Artillery Company
#1
Posted 30 October 2019 - 04:53 PM

So. Artllery company. Again. Weird and heavy handed but this is probably going to be used along side 2 other players' 3000 point armies in 3vs3 3k per player games.
++ Crusade (Imperialis Militia and Cults Army List) [2,998pts] ++
+ Allegiance +
Allegiance:
Loyalist
+ HQ +
Discipline Master Cadre [260pts]
5x Discipline Master: Carapace Armour, Hand Flamer, Melta Bombs, Power Weapon, Refractor Field
Force Commander [170pts]:
Cyber-familiar, Flak Armour, Hand Flamer, Iron Halo, Melta Bombs, Planetary Overlord, Power Weapon (power sword)
Compulsory HQ
The Muster of Worlds: Warrior Elite
Platoon Command Cadre [160pts]:
Carapace Armour, Grenade Launcher, 7x Militia Bodyguard
Compulsory HQ
Platoon Commander: Hand Flamer, Melta Bombs, Power Weapon, Refractor Field
+ Elites +
Medicae Detachment [70pts]:
6x Medicae Orderly
+ Troops +
1st Fire Support Squad [200pts]
10x Militia Fire Teams: Mortar
2nd Fire Support Squad [200pts]
10x Militia Fire Teams: Mortar
3rd Fire Support Squad [200pts]
10x Militia Fire Teams: Mortar
1st Infantry Squad [95pts]:
Lascarbines, Vexilla
Compulsory Troops
Sergeant: Hand Flamer, Melta Bombs, Power Weapon (sword)
(1 sgt +1 vex + 18 riflemen)
2nd Infantry Squad [95pts]:
Lascarbines, Vexilla
Compulsory Troops
Sergeant: Hand Flamer, Melta Bombs, Power Weapon (sword)
(1 sgt +1 vex + 18 riflemen)
3rd Infantry Squad [95pts]:
Lascarbines, Vexilla
Compulsory Troops
Sergeant: Hand Flamer, Melta Bombs, Power Weapon (sword)
(1 sgt +1 vex + 18 riflemen)
+ Fast Attack +
1st Thunderbolt Heavy Fighter [210pts]:
Four Kinetic Piercer Missile
Ground-tracking Auguries
2x twinlinked autocannons
1x twinlinked lascannon
2nd Thunderbolt Heavy Fighter [210pts]:
Four Kinetic Piercer Missile
Ground-tracking Auguries
2x twinlinked autocannons
1x twinlinked lascannon
+ Heavy Support +
1st Heavy Ordnance Battery, [261pts]
Artillery Carriage Team 1-A
8x Militia Auxilia Crew
Earthshaker
Artillery Carriage Team 1-B
8x Militia Auxilia Crew
Earthshaker
Artillery Carriage Team 1-C
8x Militia Auxilia Crew
Earthshaker
2nd Heavy Ordnance Battery, [261pts]
Artillery Carriage Team 2-A
8x Militia Auxilia Crew
Earthshaker
Artillery Carriage Team 2-B
8x Militia Auxilia Crew
Earthshaker
Artillery Carriage Team 2-C
8x Militia Auxilia Crew
Earthshaker
3rd Heavy Ordnance Battery, [351pts]
Artillery Carriage Team 3-A
8x Militia Auxilia Crew
Medusa Siege Gun: Breacher Shells
Artillery Carriage Team 3-B
8x Militia Auxilia Crew
Medusa Siege Gun: Breacher Shells
Artillery Carriage Team 3-C
8x Militia Auxilia Crew
Medusa Siege Gun: Breacher Shells
+ Fortification +
Aegis Defense Line [160pts]:
2x Barricades,
Gun Emplacement with Quad-gun,
2x Tanglewire
2x Tank Traps
++ Total: [2,998pts] ++
- librisrouge likes this
#2
Posted 30 October 2019 - 06:34 PM

I'd definitely recommend Alchem Jackers for this. There's some debate over joining Discipline Masters to Ordnance Batteries, due to the wording for DMs only joining Infantry units. However your group plays it, leadership 7 or 9 still leaves you open to falling back, leaving the guns behind. With Alchem Jackers, you get pinned if you fail, and won't leave the guns. Also helps to keep screening squads in front of your big guns.
My only other obvious advice, anywhere you have a power weapon, it should be an axe, marines will strike first and artificer armour is common, it's better in almost every situation.
Hope this helps. Also, have fun resolving 30 mortar shots per turn, that seems like some kind of psychological warfare.
#3
Posted 30 October 2019 - 06:45 PM

The idea would be to deploy 1 earthshaker battery into my left corner, and deploy my other earthshaker battery to the right corner and put the medusas dead center. Bubble wrap each battery with a mortar squad which is further bubble wrapped with infantry. The commander and platoon command would also go center. Ideally the artillery is out of sight so shouldnt get shot too much at first.
No matter which of the 3 batteries the enemy goes after, the other 2 batteries can cover them. No real objective grabing beyond advancing surviving infantry at any smoking holes in the enemy line...
In the team game the other 2 players can go for objectives.
#4
Posted 30 October 2019 - 09:36 PM

#5
Posted 31 October 2019 - 02:14 AM

#6
Posted 31 October 2019 - 05:38 AM

#7
Posted 03 November 2019 - 03:44 PM

Battleacribe doesnt let me set a power weapon, but obviously, yes power axes are the only sensible option. They have little hope in melee, but the axe at least means the weilder might bring something down before the lot of them are butchered.
And yes the stim upgrade is also definitly a better option too. Freed up 15 pointa which went into the force comander's war gear.
#8
Posted 13 November 2019 - 03:49 AM

Battlescribe is saying the Infantry Squads are only 90pts, did you not list something or am I not seeing something right in front of me?
EDIT: Yeah unless I'm missing something your Infantry Squads should only be 90pts, which free's up 15 points. Unless you plan on making bigger changes as a result, the only place I can see to put those points in your Force Commander. I'm thinking you could go for Carapace and Mastercrafted or Power Armor and Digital Lasers. Up to you though.
Edited by WolfLogic, 14 November 2019 - 02:07 AM.
Also tagged with one or more of these keywords: 30k, Imperial Militia, Artillery Company, Armylist
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