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Made in nz
Fresh-Faced New User




Hello

Looking to start a new Solar Auxilia collection, new to 30k and the last time i played Warhammer was 6th so HH fits quite well for me.

A friend of mine is trading me:

1x Command Squad
2x Storm section (one volkite and one power axe)
1x Carnodon

I would like to focus on some footslogging boys (I played DKOK back in the day) with some big guns and very much later down the track adding some Knights

Where is a good place to start expanding off the units I have lined up already?

Is there any staple units that are in your lists no matter the opponent?

Thanks in advance and have a good one!
   
Made in us
Gore-Soaked Lunatic Witchhunter







You'll need more of pretty much everything, honestly. You'll absolutely use all of those units, but that's barely 400pts and 30k games tend to be 2k at the smallest (people do go smaller, but it can be more of a rock-paper-scissors game and be more punishing to people with more expensive Troops). Solar Auxilia are heavily reliant on their armour since their infantry special/heavy options don't really exist, the problem is that the armour is often very expensive (Russes tend to run ~200pts). I'd suggest getting ~2-3 rifle sections (I tend to see Auxilia lists with a mix of rifles/Veletarii rather than going heavily towards one or the other, they do different jobs), some Rapiers or more Carnodons for cheaper support weapons, and a heavy tank (Russ, Malcador, or artillery) or two next. As to staple units I think the S10/AP2 ordnance (LR Demolisher or Medusa siege gun) is the closest thing to a staple in the list; it'll blow up anything that isn't flying and make Legionnaires think twice about trying to Deep Strike anywhere near you.

Be aware that tempest-grenade Techpriest squads and the Malcador Infernus have a reputation for being OP among Legion players, you may wish to be wary of using them or get your playgroup's opinion first.

Welcome to 30k!

This message was edited 1 time. Last update was at 2021/02/03 07:41:08


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in nz
Fresh-Faced New User




Right on thanks, yea im aware its low points and im looking to expand to 1k first and then go from there. Do you recommend the medical team for the FNP? I feel like specialist legion weapons for the most part are going to punch right past it ( Str 6 ) but against just a tac squad with bolters it might pay itself off quite quickly

And just the mention of a medusa takes me back to my DKOK triple medusa gun carriage days, I was not a well liked person at my group... lmao

This message was edited 1 time. Last update was at 2021/02/03 09:03:31


 
   
Made in gb
Dakka Veteran





With the FNP it’s all swings and roundabouts.

While a lot of legion weapons are above S6, the generic stuff and horde killers tend to be S4/5.
Things like volkite will shred large numbers of models, so it is useful to have.
All depends though on the legions you face.

S10 plates are a big deal.
They tend to be AP2-3 which removes armour, they also double out marines on toughness, so multi wound units avoid them like the plague.

Just be warned that depending on the level of competition, most marine armies will delete entire blocks of troops each turn.
3x phosphex quad guns will strip through almost everything, swapping to shells for your tanks.

Aircrafts will help with this as they can target back field units pretty quickly.
It can also get rid of annoying things like Xiphons or gunships.

From where you are now, I’d either max out on troops or make sure everyone has a transport.
Throw in a Russ for good measure.
   
Made in us
Gore-Soaked Lunatic Witchhunter







cmdrrico wrote:
...Do you recommend the medical team for the FNP?...


Definitely for the 20-man rifle sections; Legion heavy weapons may ignore the FNP, but the Medicae are cheap and get you an extra save against a lot of things that normally wreck Auxilia infantry pretty badly (quad-mortars, heavy flamers, bolter fire). They're less good on Veletarii (you need twice as many Medicae to protect the same number of models).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in nz
Fresh-Faced New User




Cool thanks for explantions guys.

Plan is to collect my parts and expand it with some lasrifle sections and some of those tasty quad motar systems. Not to sure about heavy support yet ill decide on the big guns when I meet up with my group and playtest some proxy units
   
Made in nl
Fresh-Faced New User




I would not advise a full solar auxilia army as a starting point. I have one and its very one dimensional. The units are limited what they can do and basically comes down to spamming high str templates to compete against space marines. They are a fun and fluffy ally choice for a legion.

The imperial militia has much better and interesting rules. You can still use the sa models.
   
 
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