SchultzChaos Posted December 30, 2016 Share Posted December 30, 2016 Hello everyone! I've been tinkering with a Militia list for my Heresy gaming group, and thought I could get some advice on it! As usual it is verk appreciated, all the help given! HQ Force Commander, power armour, Iron halo, cyber-familiar Survivours of the Dark Age, Warrior Elite Platoon Command, 4 bodyguards with shotguns Rhino with heavy flamer Discipline Master, power sword, refractor shield, carapace armour, melta bomb Discipline Master, power sword, refractor shield, carapace armour, melta bomb ELITES 9 Ogryns, power weapons, carapace armour 3 Medicae TROOPS 16 Grenadiers, advanced weapons, lascarbines, 2 plasma guns 10 Grenadiers, advanced weapons, lasrifles, grenade launcher Rhino with heavy bolter 10 Grenadiers, advanced weapons, lasrifles, grenade launcher Rhino with heavy bolter 10 Grenadiers, advanced weapons, lasrifles, grenade launcher Rhino with heavy bolter 5 Reacon Veterans, snipers, camo, demolition charge HEAVY SUPPORT 3 Laser Destroyers 3 Laser Destroyers Leman Russ Squadron Annihilator, heavy bolters all around Demolisher Demolisher The theme I'm going for is an Armoured Company to join my Mechanicum-army. Discipline Masters join footslogging Grenadiers and Ogryns together with medicae. Much of what you see is me trying to fit as much of my miniature range into this army, but barl away people! Oh, and Happy New Year! Link to comment https://bolterandchainsword.com/topic/329312-imperial-militia-2500pts/ Share on other sites More sharing options...
Harrowmaster Posted December 31, 2016 Share Posted December 31, 2016 I'm doing something similar using the exact same provenances. I wouldn't bother with discipline masters as they won't benefit the grenadiers (who are LD 9 thanks to warrior elite). Ogryns aren't really competitive due to their cost. I would always go with lasrifles on the grenadiers due to longer range. Just get the force commander carapace, he can't get a 2+ from survivors. Link to comment https://bolterandchainsword.com/topic/329312-imperial-militia-2500pts/#findComment-4607864 Share on other sites More sharing options...
SchultzChaos Posted December 31, 2016 Author Share Posted December 31, 2016 Hmm. What would it be better to spend the Ogryn-points on? Link to comment https://bolterandchainsword.com/topic/329312-imperial-militia-2500pts/#findComment-4607983 Share on other sites More sharing options...
Harrowmaster Posted December 31, 2016 Share Posted December 31, 2016 It depends on how much they are, I found room for a Malcador, a fire support squad wouldn't go amiss either though, especially with Planetary Overlord and the Merchant Princeling warlord trait. Link to comment https://bolterandchainsword.com/topic/329312-imperial-militia-2500pts/#findComment-4607987 Share on other sites More sharing options...
Harvest545 Posted January 1, 2017 Share Posted January 1, 2017 Ogryns aren't extremely cost effective relative to some things other armies can field but with survivors and elite as your provinces your guys won't be able to handle assault any better than tac marine so i'd say keep the ogryn but reduce the squad to like 4 models that frees up 250+ points and still gives you at least one intimidating assault unit. I'd just take them and have them baby sit the laser destroyers being as they can actually wipe units in assault and threaten nearly anything that deep strikes in your deployment zone. Also i'd take the power weapons and melta bombs off the discipline masters and just stick them with the rapiers so they don't lose two crew and run away then use the points to give the force commander a power axe and planetary overlord and stick him with the ogryn to chop things up. Consider taking a support squad with heavy bolters or auto cannon so you can give them ap 3 and erase marines. Lascarbines+advanced weapons cost 30pts, bolters cost 30pts and have ap 5 so... Id also suggest you take a aegis line or something to stick your back field units behind so units assaulting the rapiers need to cross difficult terrain and your guys get a cover save and can maybe buy a quad gun for anti-air. Did they change the unit entry for grenaider squads? I thought the grenade launcher options added special weapons grenadier models to the unit so they wouldn't fit in a rhino. And either way i'd max out the 16 grenadier squad to 22 models not counting medic and the command squad i'd max out as well, being as they are HQ and don't score, and have guardsmen stats so aren't awesome at killing things however with a medicae and 9 guys they are as resilient as terminators so make for a decent tarpit unit. Also consider swapping the the Heavy bolters for combiweapons or havok launchers on the rhinos, the militia list is special weapons deficient so some combi plasma could go a long way and the rhinos will probably only get to shot once any way. In addition the havok launchers are usually going to score more than 2 hits unlike the bolters and it's not like the HB's are awesome anti-vehicle anyway so 3 extra blast are like having 3/4 of a twin-linked quad mortar. Link to comment https://bolterandchainsword.com/topic/329312-imperial-militia-2500pts/#findComment-4608870 Share on other sites More sharing options...
Harrowmaster Posted January 1, 2017 Share Posted January 1, 2017 I wouldn't bother with bolters as AP5 won't help against marines, lasrifles have a 30" range though and are Str 4 with advanced weapons. Link to comment https://bolterandchainsword.com/topic/329312-imperial-militia-2500pts/#findComment-4608904 Share on other sites More sharing options...
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