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![[Post New]](/s/i/i.gif) 2016/07/05 15:01:48
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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Hi all,
So I'm not sure to make a very odd army using the Imperialis Militia list or to do something stubborn like the Solar Auxilia, so here's my draft for the Solar Auxilia version.
The army is led by a mad scientist rogue trader and the ogryns are going to be grotesques, or humans that have been genetically modified to become horrifying monsters and arco-flagellants are proxies for the Household Retinue.
As for tactics I'm not particularly sure thinking I should really get some defence lines in the list...
Solar Auxilia - 2000 points
HQ
Legate Commander – 145 Points
Lord Marshall, Needle Pistol, Master-Crafted Paragon Blade, Iron Halo, Cyber Familiar, Digital Lasers
Auxilia Tactical Command Section – 110 Points
Five Additional Veteran Auxilia, Two Grenade Launchers
Elites
Auxilia Ogryn Charonite Squad – 185 Points
Arco-Flagellants [Household Retinue] – 190 Points
Shroud Bombs, Power Flails [Axes]
Auxilia Medicae Detachment – 105 Points
Three Additional Medicae Orderlies
Auxilia Rapier Battery – 150 points
Two Additional Rapier Teams, Laser Destroyer Arrays
Troops
Auxilia Infantry Tercio
Auxilia Lasrifle Section – 100 Points
Auxilia Lasrifle Section – 100 Points
Auxilia Lasrifle Section – 100 Points
Auxilia Infantry Tercio
Auxilia Lasrifle Section – 100 Points
Auxilia Lasrifle Section – 100 Points
Auxilia Lasrifle Section – 100 Points
Heavy Support
Auxilia Leman Russ Executioner – 210 Points
Hull-Mounted Multi-Laser, Pintle-Mounted Multi-Laser
Auxilia Malcador Heavy Tank – 325 Points
Hull-Mounted Demolisher Siege Cannon, Lascannon Sponsons, Pintle-Mounted Multi-Laser, Armoured Ceramite and Siege Armour
Notes
I haven't given any specialised weapons to the command squad as they would be holding the line with the rest of the tercios
I'm not sure if I need two quite powerful close combat units
I always tend to give my Malcador armoured ceramite and siege armour to improve its survivability
Orderlies were going to go into the six squads, or leave one of them and go to the command squad (which is probably preferable)
I'll start posting progress on the army soon, as a few things are set in stone (mainly the grotesques and the Malcador).
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Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/05 19:12:57
Subject: Re:Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Fiery Bright Wizard
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You COULD do SA with this list, however methinks the customizability of the militia list lends itself better to the army theme.
As for the list itself: The grav wave generator is a huge + on the Lord Marshall (especially if he's running in the power axe squad with their shroud bombs. they NEED to get the charge off, not be charged  ) Laser rapier destroyers are fun and a good source of anti tank. On a few of your lasrifle sections, spending the 25 points for blast chargers can be really helpful against vehicles and supprise glancing down things as large as a knight (they are also invaluable when you know you're playing against mechanicum)
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I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field. |
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![[Post New]](/s/i/i.gif) 2016/07/05 21:56:15
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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The only issue with the Militia List is figuring out which Provenances to take. If I could take three I would have Warrior Elite, Survivors of a Dark Age and Abhuman Helots. But seeing as I can only have two I always side with Survivors and Helots.
I suppose then I can have T6 Sv 3+ Grotesques with Power Axes for roughly the same points as the Charonites.
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Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/05 22:09:46
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Fiery Bright Wizard
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Thymais wrote:The only issue with the Militia List is figuring out which Provenances to take. If I could take three I would have Warrior Elite, Survivors of a Dark Age and Abhuman Helots. But seeing as I can only have two I always side with Survivors and Helots.
I suppose then I can have T6 Sv 3+ Grotesques with Power Axes for roughly the same points as the Charonites.
Well, Abhuman Helots is a must in this kinda list, innit  Can't you also have an allied detachment using different Provenances as well? I remember someone posting a FW email saying you could :( If you could then that would mean that you have EVEN MORE variety in what you could try to pull off.
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I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field. |
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![[Post New]](/s/i/i.gif) 2016/07/05 23:33:03
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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Should not have spent all night doing this when I should be getting some sleep for work tomorrow.
I managed to shake myself away from Survivors of the Dark Age and in return gave every single basis squad a Ld 8, 5+ FNP medic! Not sure if its worth it, but having the ability to not have to take Grenadier Squads at the moment is ideal. One day when I figure out how to make Grenadier models from the proxies I have planned I may revamp the list.
I did get rid of the Rapiers for favouring more tanks. Seemed like a better option seeing as I have guns galore in the heavy weapon squads.
Militia & Cults - 2000 points
Provenance of War
Abhuman Helots
Warrior Elite
HQ
Force Commander - 100 points
Iron Halo, Cyber-Familiar, Master-crafted Power Axe, Digital Lasers
Militia Command Cadre - 60 points
Four additional bodyguards, laslocks
Elites
Militia Medicae Detachment - 50 points
One additional Medicae Orderly
Militia Medicae Detachment - 40 points
Militia Ogryn Brute Squad - 205 points
Carapace armour, power axes
Militia Ogryn Brute Squad - 205 points
Carapace armour, power axes
Troops
Militia Infantry Squad - 80 points
Vexilla, laslocks
Militia Infantry Squad - 80 points
Vexilla, laslocks
Militia Infantry Squad - 80 points
Vexilla, laslocks
Militia Infantry Squad - 80 points
Vexilla, laslocks
Militia Fire Support Squad - 125 points
Autocannons
Militia Fire Support Squad - 125 points
Autocannons
Heavy Support
Militia Malcador Heavy Tank - 320 points
Hull-mounted Demolisher Siege Cannon, Lascannon sponsons, Siege Armour, Flare Shield, Dozer Blade
Militia Leman Russ Battle Tank - 185 points
Hull-mounted Lascannon, heavy bolter sponsons, pintle-mounted multi-laser, hunter-killer missile
Militia Leman Russ Battle Tank - 185 points
Hull-mounted Lascannon, heavy bolter sponsons, pintle-mounted multi-laser, hunter-killer missile
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This message was edited 1 time. Last update was at 2016/07/05 23:36:34
Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/06 06:56:52
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Battleship Captain
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....Okay. So why Laslocks?
I get the 18" range, but if you want to stand off and shoot, Lascarbines would let you fire a turn earlier, and get you more firepower within 12". You haven't exactly armed for melee so you're not planning on charging, so the assault weapon type won't help.
I dunno. They just feel very expensive when the benefit they provide seems less than Lascarbines.
Your Force Commander is not even slightly a Lord Marshall. A guy with a 3++ and a master-crafted Paragon Blade is actually a threat. A guy with less attacks and just a power axe....isn't. I'd recommend keeping the improved save and pretty much just accepting he's gonna die if he ends up in a melee....
The Ogryns..... Yeah. The most important thing Ogryn Brutes lose compared to the Terran Toy Soldier's Charonites? Deadman's Switch. You are stubborn, but your leadership (even with Warrior Elite!) Sucks. Ogryns desperately, desperately need a Discipline Master to keep them pointed the right way.
Also; since you're going to be footslogging them, consider that you don't need all of them armed the same way. Equipping one in three with a Boarding Shield costs you something in terms of melee power, but it gives you three wounds with a 5++ save in melee for your opponent to chew through (since they'll almost always be striking first) and gives you defensive grenades, which is very nice for cutting the teeth of a charge.
Also, since you (a) pay a 'new unit' surcharge (as with a lot of things in 30k lists) and (b) carapace armour is a flat 'per unit' upgrade, consider taking one unit rather than two - you'd save 40 points by doing so - which in militia terms is almost the price of another squad!
Plus, you'd only need one commander - keep your choppy force commander, and he's a perfect choice to lead the ogryns - he's Ld9, they're stubborn, and by their powers combined..... Plus, if you want you can take Planetary Overlord, and automatically make him (and hence them) a scoring unit.
The fire support is nice. You can't hurt big tanks with autocannon fire, but you couldn't hurt most of them with missile launchers either (go go gadget flare shield!) so you might as well stick with a weapon that has the rate of fire to engage light vehicles well.
It's another reason to consider Planetary Overlord, by the way; if you want to take and hold an objective, take Immoveable Object, attach the force commander to the ogryns and sit somewhere behind 18 T6 wounds with power axes. If you want to kill the enemy, take the +1 AP warlord trait and apply it to the militia fire support. The first time your opponent encounters a squad armed with AP3 autocannons I assure you they'll stop talking down the firepower of the Imperial Army....
The Malcador..... Yeah. Fair enough. The Dozer Blade, you realise, is purely for taste? A Superheavy Tank has Move Through Cover as part of its standard bevy of skills, so it's not actually necessary. Battlecannon/Demolisher Cannon/Lascannons is a nice pairing on a superheavy able to fire everything, and the Siege Armour/Flare Shield combination makes you almost immune to incoming fire from the front.
The battle tanks.....erm. A battlecannon is ordnance. Therefore anything else can only snap fire. Therefore taking any weapon options should generally be low down the priority list, and you've got...what? Seventy, eighty points of guns that you've bought, knowing you'll only ever snap fire them.
If I wanted to suggest a few tweaks, I'd recommend the following:
a) Strip away most upgrades from the battle tanks. If I wanted to upgrade them, either keep the lascannon and upgrade them to vanquishers, or strip them back down to the hull mount and keep the battlecannon or fit demolishers. Working off Demolishers, that saves you about fifty points.
b) Drop the Laslocks to Lascarbines, giving you improved range and the option to rapid fire up close. That saves you forty points.
c) Combine the two ogryn squads into one, and change two power axes to boarding shields. That saves sixty points
d) Seriously consider squadroning those two tanks up. That frees up a heavy support slot
e) Said heavy support slot can be used for a rapier battery or heavy ordnance battery instead of one of your fire support squads at roughly the same price (for either two rapiers or one Medusa Siege Gun).
f) That in turn frees up a troops choice.
You're now in possession of an extra troop choice, and one hundred and fifty points to fill it with; easily enough to afford a tooled-up grenadier squad*, or else a discipline collars/Discipline master (stubborn ld9) fifty man, completely expendable infantry squad to screen the rest of your army with.
Equally, it wouldn't cost much (maybe fifty points?) to equip the platoon command squad entirely with carapace armour and heavy stubbers, turning them into quite the little firebase themselves.
* One very nice "close quarter" grenadier unit I've seen used: seventeen grenadiers with shotguns, two special weapon grenadiers with flamers, and a sergeant armed with a pair of hand flamers. That's a squad which can unload some serious pain at short range.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/07/06 08:25:29
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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locarno24 wrote:....Okay. So why Laslocks?
I get the 18" range, but if you want to stand off and shoot, Lascarbines would let you fire a turn earlier, and get you more firepower within 12". You haven't exactly armed for melee so you're not planning on charging, so the assault weapon type won't help.
I dunno. They just feel very expensive when the benefit they provide seems less than Lascarbines.
That's fair. I think I just wanted the Str 4 weapons that I was used to when making Survivors of the Dark Age lists.
locarno24 wrote:Your Force Commander is not even slightly a Lord Marshall. A guy with a 3++ and a master-crafted Paragon Blade is actually a threat. A guy with less attacks and just a power axe....isn't. I'd recommend keeping the improved save and pretty much just accepting he's gonna die if he ends up in a melee....
Again, fair enough. I'll free some space with downgrading his power axe to a normal one. I had originally planned to put him in the Ogryn squad and boost it, seeing as he isn't really a force multiplier like the Lord Marshall was.
locarno24 wrote:The Ogryns..... Yeah. The most important thing Ogryn Brutes lose compared to the Terran Toy Soldier's Charonites? Deadman's Switch. You are stubborn, but your leadership (even with Warrior Elite!) Sucks. Ogryns desperately, desperately need a Discipline Master to keep them pointed the right way.
Also; since you're going to be footslogging them, consider that you don't need all of them armed the same way. Equipping one in three with a Boarding Shield costs you something in terms of melee power, but it gives you three wounds with a 5++ save in melee for your opponent to chew through (since they'll almost always be striking first) and gives you defensive grenades, which is very nice for cutting the teeth of a charge.
Also, since you (a) pay a 'new unit' surcharge (as with a lot of things in 30k lists) and (b) carapace armour is a flat 'per unit' upgrade, consider taking one unit rather than two - you'd save 40 points by doing so - which in militia terms is almost the price of another squad!
Plus, you'd only need one commander - keep your choppy force commander, and he's a perfect choice to lead the ogryns - he's Ld9, they're stubborn, and by their powers combined..... Plus, if you want you can take Planetary Overlord, and automatically make him (and hence them) a scoring unit.
That's a great idea. A massive unit with defensive grenade, 3+/5++ 21 wounds with the Commander, and even more if I stuck a Faux Commissar in it.
locarno24 wrote:The fire support is nice. You can't hurt big tanks with autocannon fire, but you couldn't hurt most of them with missile launchers either (go go gadget flare shield!) so you might as well stick with a weapon that has the rate of fire to engage light vehicles well.
It's another reason to consider Planetary Overlord, by the way; if you want to take and hold an objective, take Immoveable Object, attach the force commander to the ogryns and sit somewhere behind 18 T6 wounds with power axes. If you want to kill the enemy, take the +1 AP warlord trait and apply it to the militia fire support. The first time your opponent encounters a squad armed with AP3 autocannons I assure you they'll stop talking down the firepower of the Imperial Army....
Yeah I had two autocannons squads just to make MEQs sweat but forget they are only AP4...
locarno24 wrote:The Malcador..... Yeah. Fair enough. The Dozer Blade, you realise, is purely for taste? A Superheavy Tank has Move Through Cover as part of its standard bevy of skills, so it's not actually necessary. Battlecannon/Demolisher Cannon/Lascannons is a nice pairing on a superheavy able to fire everything, and the Siege Armour/Flare Shield combination makes you almost immune to incoming fire from the front.
I love my Malcador, she's named The Old Contemptible and she's made from a WW1 tank, a Leman Russ and a Chimera. I read on 1d4chan that the BC/ DC/ LC combo was nasty and not that expensive.
Although I am considering having some Solar Auxilia stuff so I can have a Tank Commander (giving it +1 BS) and a special rule.
locarno24 wrote:The battle tanks.....erm. A battlecannon is ordnance. Therefore anything else can only snap fire. Therefore taking any weapon options should generally be low down the priority list, and you've got...what? Seventy, eighty points of guns that you've bought, knowing you'll only ever snap fire them.
I was trying to find the rules in the BRB for them, but I found a rule that said that a Heavy Tank can fire everything normally while moving 6". There was no mention of Ordnance  -ing that up, but fair enough I will sort that out.
locarno24 wrote:* One very nice "close quarter" grenadier unit I've seen used: seventeen grenadiers with shotguns, two special weapon grenadiers with flamers, and a sergeant armed with a pair of hand flamers. That's a squad which can unload some serious pain at short range.
Ooooh, nasty. Tempted to do a similar thing if I go back to the SotDA list, and have a squad with Str 5 laslocks and flamers galore.
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Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/06 09:11:57
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Veteran Inquisitor with Xenos Alliances
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The rule on how ordnance weapons interact with Heavy vehicles is found in weapon rules section of the BRB under the ordnance section if I remember correctly, rather than the heavy tank section where you were looking.
The Malcador tends to edge out the Leman Russ tanks. For example your Malcador with all its upgrades is roughly equivalent to a Leman Russ Battle tank and a Leman Russ Demolisher, each with a lascannon hull upgrade... for the same cost you bring the malcadors armor upto par with their AV14 fronts and have a flare shield.
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This message was edited 1 time. Last update was at 2016/07/06 09:12:34
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![[Post New]](/s/i/i.gif) 2016/07/06 10:24:22
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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aka_mythos wrote:The rule on how ordnance weapons interact with Heavy vehicles is found in weapon rules section of the BRB under the ordnance section if I remember correctly, rather than the heavy tank section where you were looking.
The Malcador tends to edge out the Leman Russ tanks. For example your Malcador with all its upgrades is roughly equivalent to a Leman Russ Battle tank and a Leman Russ Demolisher, each with a lascannon hull upgrade... for the same cost you bring the malcadors armor upto par with their AV14 fronts and have a flare shield.
I will look up that rule when I finish work. Thanks.
As for the Malcador its much better value in the Solar Auxilia list, seeing as the Leman Russ tanks are much more expensive in that list, but those Leman Russes function better together. I don't think I could have a 2,000 point lists without one though. Just because that template throwing tank is fun as hell.
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Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/06 10:34:31
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Battleship Captain
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That's fair. I think I just wanted the Str 4 weapons that I was used to when making Survivors of the Dark Age lists.
Don't get me wrong. I like Laslocks. But there are only specific situations where they really shine. You'll notice, for example, that Grenadiers pay less for them - which pairs well with flamers and the ability to take melee-focused provenances to turn them into a better (well, less inept anyway) assault unit - where you desperately need an Assault-type weapon. Equally, S5 from Survivors of a Dark Age Advanced Laslocks makes a genuine difference as there is stuff you can hurt with a S5 laslock (rhinos and astartes land speeders, for example) that you couldn't with any other small arms available to the militia.
Yeah I had two autocannons squads just to make MEQs sweat but forget they are only AP4...
You could pair the two squads into one, but Militia Fire Support is one of the odd units which pays exactly the same per man for a small unit as a big one, and heavy weapons teams are so damn easy to kill having them in one big blob is just asking for it. At the same time, two teams - one with Missile Launchers and one with Autocannons - pairs well with the +1 AP trait as it gives you options:
Vs Power Armoured marines - AP3 Autocannons
Vs Terminators - AP2 Krak Missiles
Vs Solar Auxilia - AP4 Frag Missiles
I love my Malcador, she's named The Old Contemptible and she's made from a WW1 tank, a Leman Russ and a Chimera. I read on 1d4chan that the BC/DC/LC combo was nasty and not that expensive.
Although I am considering having some Solar Auxilia stuff so I can have a Tank Commander (giving it +1 BS) and a special rule.
I'd check the Solar Auxilia disciplined command rule, but I think you might be able to have a tank commander as the HQ in an allied detachment. All you'd need to bulk it out would be some tercio infantry, which is no bad thing as they give you a long range 'firing line' to support the disposable up close chaff of militia infantry and levy.
Tank Commanders are definitely good. Tank Hunter on a tank with a battlecannon, two lascannons and a demolisher cannon gives the tank some serious tank-killing power; which is something you're lacking in this army.
Ooooh, nasty. Tempted to do a similar thing if I go back to the SotDA list, and have a squad with Str 5 laslocks and flamers galore.
Indeed. Advanced Weapons Grenadiers can put out some serious dakka. Also note that you could throw a Discipline Master in there with (yet another) hand flamer!
Don't underestimate Advanced Lasrifle squads, by the way. 20 grenadiers with Lasrifles and Rotor Cannons with the Advanced Weapons upgrade can put out the equivalent firepower to a ten-man legion tactical squad using Fury Of The Legion, but can do it every turn, can throw their firepower out to 30" instead of 24", and nearly doubles their firepower again at anyone trying to get within assault range. Added to their 3+ save, they can quite happily trade fire with Solar Auxilia.
The rule on how ordnance weapons interact with Heavy vehicles is found in weapon rules section of the BRB under the ordnance section if I remember correctly, rather than the heavy tank section where you were looking.
Exactly so. Heavy Tanks get to ignore the requirement to snap fire because they're moving. They don't get to ignore a requirement to snap fire for any other reason: 'shaken' results, flying targets, and firing ordnance weapons. See the Ordnance weapons section for more details.
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This message was edited 2 times. Last update was at 2016/07/06 10:41:15
Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/07/06 10:56:10
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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I'd check the Solar Auxilia disciplined command rule, but I think you might be able to have a tank commander as the HQ in an allied detachment.
The Auxilia Tank Commander is a Support Officer which states that if chosen as part of a Primary Detachment then it is not a Compulsory HQ choice, which allows it as the Compulsory HQ in an Allied Detachment.
The Discipline Command rules does not affect him when in an Allied Detachment.
Automatically Appended Next Post:
So yeah, definitely using him in an Allied Detachment. Only 55 points for BS 4 and either Tank Hunters, IWND, Monster Hunter or Precision Shots.
Plus I could even put him in a Valdor Tank when I finally get one.
Automatically Appended Next Post:
Valdor Tank with Precision Shots... ̶O̶H̶ ̶G̶O̶D̶ OH MY EMPEROR
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This message was edited 4 times. Last update was at 2016/07/06 11:01:37
Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/06 14:07:07
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Battleship Captain
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Not really that big a deal - after all, precision shots don't really bypass Look Out Sir!
BS4 and Tank Hunter, on the other hand, take the valdor from effective to bloody lethal - and, most importantly, are one of the few ways to supress an enemy superheavy; a penetrating neutron laser hit can prevent even a battle titan from shooting.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/07/06 18:07:04
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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Oh I didn't realise Precision Shots only happened on a 6. I really need to go through the new(ish) rulebook and find out what some of the rules are.
But I looked up Tank Hunters and that is great against any tanks.
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Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/07 12:17:47
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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So I was thinking of changing my list to have Survivors of the Dark Age and Warrior Elites.
I was going to have 160pt Grenadier Squads, maybe some variation in their special weapon loadouts (like one with STR 5 laslocks and flamers).
But the main difference was the mass introduction of Discipline Masters. I was going to use them as not only faux-commissars but also as the unit leaders.
Only issue with my intended list is the lack of a platoon command squad due to using a Force Commander (4+/3++, 3 A, PP, PW), an Expeditionary Navigator and a Discipline Cadre.
Automatically Appended Next Post:
Although I'm only losing out on a unit that helps Deep Strikes and Artillery (which I have none atm). The platoon standard is the biggest loss. But at least almost everyone will have a BS of 4 in the army now, without that squad.
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This message was edited 2 times. Last update was at 2016/07/07 12:42:03
Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/07 16:36:52
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Xeno-Hating Inquisitorial Excruciator
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With warrior elite and grenadiers the discipline master becomes a bit moot as both cap leadert at a max of 9.
I personally like giving them feral warriors for ws/bs 4 across the board. Also the lasrifles are good with Survivors as you get str 4 at 30".
Plus blade and fury can be good as well l, makes your squads a bit pricier it's a nasty surprise when you throw out more attacks
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![[Post New]](/s/i/i.gif) 2016/07/07 18:14:44
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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If Ld is not an issue with all those Discipline Masters, then it would be better if I got Abhuman Helots for the same points cost.
T4 Guardsmen and T6 Ogryns would have some serious staying power and no increase in points cost. Plus, the Ogryns would be immune to Instant Death from Str 10 weapons.
Plus, as all the other people in the group play MEQs, I'll never strike first anyway, so a -1I penalty is moot. Automatically Appended Next Post: I think the only time I don't want to use Abhuman Helots is when facing an Expeditionary Navigator, but then again he's only one guy that I can kill relatively easy with a blast weapon.
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This message was edited 3 times. Last update was at 2016/07/07 18:18:29
Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/08 08:19:41
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Battleship Captain
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The Discipline Master still gives you a leadership reroll - probably more important, especially if you take discipline collars (a universal option with abhuman helots) to get stubborn to boot.
Warrior Elite is one of the expensive ones, too - swapping it for Abhuman Helots gives you a few points back.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/07/08 15:39:29
Subject: Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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I finally finished my new list...
Provenance
Abhuman Helots + Dark Age
HQ
Force Commander - PP, Power Axe, CA, 3+/3++, Merchant Princeling
Discipline Cadre (5 men) - CA, Bolt Pistols and one hand flamer
Elites
Medicae (5 men)
Brute Squad - CA, Breaching Shield, Power Axes
Troops
3x Grenadier Squads w/Lasrifles, Advanced Weapons, 2 Rotor Cannons
Fire Support Squad w/Heavy Flamers
Fire Support Squad w/Missile Launchers
Heavy Support
Malcador with all its upgrades
Leman Russ Demolishers with no upgrades
But I'm 75% sure that it's being changed into a Solar Auxilia list, because I like the discipline and the more suicidal nature of Ogryns. Plus I can make Arco-flaggellant squads using the Storm Sections with Power Axes and Shroud Grenades.
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Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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![[Post New]](/s/i/i.gif) 2016/07/09 21:07:24
Subject: Re:Solar Auxilia - Just Some Messed Up Rogue Trader's Rabble - 2000 points [Probably Needs Help]
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Guard Heavy Weapon Crewman
Cardiff
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Esteoic Alchem-Grafters
HQ
Rogue Trader Drake Maxwell – 170 points
Lord Marshall, Archaeotech Pistol, Ophidian Death Claw (Master-crafted Paragon Blade), Digital Lasers, Grav-Wave Generator, Cyber-Familiar, Iron Halo
Auxilia Tactical Command Section – 122 points
Five additional Veteran Auxilia, Blast Pistol, Power Axe, Two Grenade Launchers
Auxilia Tank Commander – 55 points
Auxilia Malcador Heavy Tank (see below)
ELITES
Auxilia Medicae Detachment – 90 points
Two additional Medicae orderlies
Auxilia Charonite Squad – 185 points
TROOPS
AUXILIA INFANTRY TERCIO
Auxilia Lasrifle Section – 127 points
Blast Pistol, Blast-Chargers
Auxilia Lasrifle Section – 127 points
Blast pistol, Blast-Chargers
Aegis Defence Line – 90 points
Quad Gun
AUXILIA INFANTRY TERCIO
Auxilia Lasrifle Section – 127 points
Blast Pistol, Blast-Chargers
Auxilia Lasrifle Section – 127 points
Blast pistol, Blast-Chargers
Aegis Defence Line – 90 points
Quad Gun
FAST ATTACK
AUXILIA LEMAN RUSS STRIKE SQUADRON
Leman Russ Battle Tank – 185 points
Hull-Mounted Multi-Laser, Pintle-Mounted Multi-Laser
Leman Russ Battle Tank – 185 points
Hull-Mounted Multi-Laser, Pintle-Mounted Multi-Laser
HEAVY SUPPORT
Auxilia Malcador Heavy Tank – 320 points
Twin-Linked Lascannon, Hull-Mounted Demolisher Cannon, Lascannon Sponsons, Flare Shield, Siege Armour
A mainly defensive list - obviously from the defensive lines, but has some opportunities to seize the battlefield with its weight of fire and fast Leman Russes. This one sheds its monstrous Arco-Flagellants for more tanks. This list is much more manageable to build, seeing as I have almost all the tanks and only need 60-or-so men and the Grotesques.
That Legate Commander is armed to the teeth so that he can have some fun alongside the Grotesques. Automatically Appended Next Post: If anything this will be the final list, until I have all the models for this list, then I may consider expanding upon this.
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This message was edited 1 time. Last update was at 2016/07/09 21:08:59
Please Consider The Environment Before Committing Heresy
32nd Elysian - 1,000 points WIP
Solar Auxilia - 2,000 points WIP
Emperor's Children - 2,000 points WIP |
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