You've guys given me some thoughts to think on, I will post a revised Age of Darkness List for your guy's approval. And in general, I prefer to keep to gunline strategies, but I see the point in needing some assault guys.
Edit 1: Here's my revised list, being formatted to be a Age of Darkness
FoC and taking your suggestions into consideration, along with my thought process.
++ The Age of Darkness (Imperialis Militia and Cults Army List) [4000pts] ++
+ HQ +
Discipline Master Cadre [185pts]
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Discipline Master: Carapace Armour, Power Weapon, Refractor Field
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Discipline Master: Carapace Armour, Power Weapon, Refractor Field
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Discipline Master: Carapace Armour, Power Weapon, Refractor Field
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Discipline Master: Carapace Armour, Power Weapon, Refractor Field
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Discipline Master: Carapace Armour, Power Weapon, Refractor Field
Force Commander [295pts]: Carapace Armour, Cyber-familiar, Iron Halo, Melta Bombs, Planetary Overlord, Power Fist
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The Muster of Worlds: Gene-crafted, Survivors of the Dark Age
+ Elites +
Auxilia Ogryn Brute Squad [370pts]: Carapace Armour, 6x Ogryn Brutes, 6x Power Weapon
Enginseer Auxilia [115pts]: 2x Phased Plasma-fusil, 2x Servo-arm, 4x Servo-automata
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Enginseer Adepts: Cyber-familiar, Refractor Field
+ Troops +
Imperialis Militia Fire Support Squad [150pts]
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Militia Fire Teams: Heavy Bolter
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Militia Fire Teams: Heavy Bolter
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Militia Fire Teams: Heavy Bolter
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Militia Fire Teams: Heavy Bolter
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Militia Fire Teams: Heavy Bolter
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Militia Fire Teams: Heavy Bolter
Imperialis Militia Grenadier Squad [475pts]: Advanced Weapons, 17x Grenadiers, Laslocks, 2x Special Weapons Grenadier with Flamer
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Auxilia Gorgon Heavy Transporter: Armoured Ceramite, 2x Heavy Bolters
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Grenadier Sergeant: Hand Flamer, Melta Bombs
Imperialis Militia Grenadier Squad [175pts]: Advanced Weapons, 17x Grenadiers, Laslocks, 2x Special Weapons Grenadier with Flamer
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Grenadier Sergeant: Hand Flamer, Melta Bombs
Imperialis Militia Grenadier Squad [175pts]: Advanced Weapons, 17x Grenadiers, Lasrifles, 2x Special Weapons Grenadier with Plasma Gun
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Grenadier Sergeant: Melta Bombs
Imperialis Militia Grenadier Squad [175pts]: Advanced Weapons, 17x Grenadiers, Lasrifles, 2x Special Weapons Grenadier with Plasma Gun
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Grenadier Sergeant: Melta Bombs
+ Fast Attack +
Auxilia Thunderbolt Heavy Fighter [230pts]: Flare Shield, Ground-tracking Auguries
+ Heavy Support +
Auxilia Heavy Ordnance Battery [315pts]
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Artillery Carriage Team: Breacher Shells, Medusa Siege Guns, 4x Militia Auxilia Crew
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Artillery Carriage Team: Breacher Shells, Medusa Siege Guns, 4x Militia Auxilia Crew
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Artillery Carriage Team: Breacher Shells, Medusa Siege Guns, 4x Militia Auxilia Crew
Imperialis Auxilia Rapier Battery [180pts]
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Rapier Team: Quad Mortar ("Thudd Gun")
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Rapier Team: Quad Mortar ("Thudd Gun")
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Rapier Team: Quad Mortar ("Thudd Gun")
Militia Auxiliary Battle Tank Attack Squadron [510pts]
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Leman Russ Vanquisher: Dozer blade, Lascannon
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Leman Russ Vanquisher: Dozer blade, Lascannon
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Leman Russ Vanquisher: Dozer blade, Lascannon
+ Lords of War +
Auxilia Baneblade Super-heavy Battle Tank [650pts]: Armoured Ceramite, Multi-laser, Side sponson with one Lascannon and one twin-linked Heavy bolter, Super-heavy Command Tank
++ Total: [4000pts] ++
Created with
BattleScribe
First the choice of Provinces: Again, went with Survivors of the Dark Age for 3+ Armor on my Grenadiers and my Orgyns, As well as getting +1 S to my Laslocks/Lasrifle Grenadiers. Next Gene crafted for +1 Strength and Initiative on all of my guys, mostly for my Orgyns.
Next the Discpline Masters. They would be attached to the following units; the Orgyns, the 2 plasma-equipped Grenadiers, the heavy ordnance battery, and the raiper weapon battery. The logic is that the Orgyns are going to get into
CC, and I don't want them running and then getting wiped from the board due to Ld6. Similar logic with the Ordnance and Raiper Battery, I don't want the enemy shelling them and forcing them off the table before they can make up their weight in points. Finally the two Grenadier squads will be footslogging to get to their objectives, and may encounter
CC, so again, don't want them being removed quickly from play due to bad
LD tests.
Following that is the 6-team Heavy bolter. I plan on using the merchant princeling so I get AP3 bolters, so I get 24, S4, AP3 heavy bolter shots at 36". Going to use these to defend the raipers and heavy ordnance battery.
Next we have the Orygns, which 3 will have Power Axes and 3 with Power mauls. The Logic is simple; 9 S8, AP4, Concussive strikes at initiative 4, and 9 S7 AP2 strikes at initiatvie1. With Toughness 5 and a 3+ save, they should survive anything short of Instant Death weapons.
Took your suggestion of keeping the Thunderbolt equipped with its kinetic piercers.
About the lonely Gorgon; it will have the two Flamer Gren squads, so they can jump out with their Flamers/hand flamers/ and Laslocks and get in and do damage quickly. Gave it armor ceramite to avoid getting its ticket punched out early by Melta weapons.This will be escorted by the Baneblade for anti-vehicle and using its command tank
USR to allow the Grenadiers a chance to re-roll
Ld tests without a discipline commander.
Finally the plasma grenadiers will be moving towards the objective on foot, followed closely behind the Leman Russ Squadron, acting as a deternat to
TEQ for the Leman Russ and for the Leman Russ to give them
AT capabilities.
That was my logic, so give me your guys' feedback.