I approve of any militia force! And yes, throwing in American Civil War bits will make for a very nice looking force!
And I was curious: how would people feel about a homebrewed unit for Militia cavalry/bikers? something like the Cavalry unit type, furious charge, hammer of wrath, 2-wounds, etc. etc.? As well as this, I was thinking of adding on some squat models that I've been sitting on for the sake of some variety, but who knows
I'll be honest, I was surprised there was no 'militia cavalry' unit. You can use Mutant Spawn, I guess, but only if you take Twisted Flesh, and that screws with allowable infantry choices too much.
Making a 'militia cavalry' unit would be fine in my mind. I'd probably start with something resembling Death Riders (they're a competitive but far from overpowered unit) - WS3/LD7 by default (to give room for provenances), carapace is fine....
Anywho, this is what I'm thinking on now:
HQ
full Command squad w/ grenades
Force Commander (kitted out) w/ Warrior elite + Survivors of the Dark Age (rough Idea for now, will probably change)
TROOP
3 20-man militia squad
5-man Missile launcher weapon teams
2 20-man grenadier sections
ELITE
Ogryns or Rapiers
FAST ATTACK
Cavalry?
HEAVY SUPPORT
3 Leman Russ battle tanks
First thoughts: Rapiers are heavy support. One of the big weaknesses of the Militia compared to Solar Auxilia and Legion forces is that thud guns and rapiers occupy the same heavy support slot as the big guns and tanks, so they're either/or, not both.
If you're taking Survivors of a Dark Age, you're paying 75 points for that armour save boost. For god's sake take carapace armour on anyone who can because it's now power armour!
The Grenadiers make for okay infantry units. You will need (for them to be 20-man units) two special weapon grenadiers. If you want them to go forwards and take objectives, I'd suggest flamers, grenade launchers or meltaguns. If hanging back, Advanced Weaponry Rotor Cannons.
If you've got the points, always, always find something better than auxilia rifles. Seriously. 10 points for a lascarbine will double the unit's effective firepower by letting you open up a turn earlier and double-tap once you get close.
The list has a serious lack of heavy anti-tank. I'm not sure what to suggest off the top of my head; a vanquisher instead of one of the tanks is nice but not that great. Meltabombs might be nice.
The one thing I'll say is think hard about the provenances: your models are supposed to have a 4+ save, and a 3+ save for the grenadiers. ACW confederate infantry will have no visible armour at all on the model, when in theory they should be plated up like
40k stormtroopers and fire warriors. They're your models, but I know it'd bug me a little.
If I was going to try and 'toughen up' the army but didn't have the models to represent body armour, I'd consider Cyber-augmetics as a provenance. Consider it as every model carrying a personal low-power refractor field. We've seen that in heresy books - the 'Cheinveil' all carried personal shields - and a mob of dudes with a 6++ save is better than it sounds.
Plus it pairs well with other models - giving a platoon commander or discipline master with refractor fields a 4+ save, and making giving your force commander a 3++ save much, much cheaper.
Don't go nuts on equipping your force commander. Unless you're planning on taking a very limited selection of provenances (Feral Warriors/Gene-crafted/Cult Horde/Twisted Flesh) you will not make your force commander able to stand up to anyone else's generic
HQ choices in a challenge, let alone Primarchs or named characters. A 3++ save is a cheap, sensible investment, but arming him for close combat is generally points wasted.
A brace of pistols is not a bad plan, though.
Fire support squads are good - not exactly cheap, but cost effective because they're also troops. They fulfil the job of the rapier batteries everyone else gets as elites - easier to kill but scoring units - whilst your tanks and heavy guns mirror tank and artillery tank squadrons.
One thing worth considering is splurging on Planetary Overlord if you take several fire support squads (ACW light artillery shouldn't be out of scale for guard heavy weapons to be fitted to the carriage) - if you have one each of missile launcher and heavy bolter squads, you can pick one of them (as required for the enemy army) and take the -1AP warlord trait.
AP2 Krak Missiles (for terminators), AP3 Heavy Bolter Rounds (for normal astartes) or AP4 frag missiles (for auxilia) are a terrifying thing to see in action....
Throwing in the squats would be cool.
It's hardly "official
FAQ" but I did ask Forgeworld in an email, and they replied that you can ally two different militia 'regiments' together (using one force commander with one set of provenances in the primary detachment and another with different provenances in the allied detatchment).