#3k Militia with Mech Allies

60 messages · Page 1 of 1 (latest)

blazing valve
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++ Crusade Force Organisation Chart (2022 - Imperialis Militia) [1,672Pts] ++

  • Expanded Army Lists +

Expanded Army List Profiles:: Exemplary Units On, Legacy Units On

  • Allegiance: +

Allegiance: Traitor

Imperialis Militia

  • Provenances of War +

Provenances of War: 05 Cyber-augmetics, 08 Armoury of Old Night

HQ: Discipline master x3
-Force commander: IH, Cyber, Paragon, Warlord: Beloved of the people
-Command Cadre: Lieut w/ volkite & refractor, 18x voliite, 1x legion standard & plasma

Troops: Grenadier x3, all volkite charger, seargent w/ fist
Infantry x2, All lasrifle, krak grenades

FA: 2x3 cargo 8s

HS: 3x rapier, Laser destroyer

MECHANICUM:
HQ: Magos Dominius, TBD (50 extra points for it)

Elites: Myrmidon x3, 6 plasma
Tech priest Auxilla, Magos w/grav, 2x priest w/grav, 10x automata

Troops: Castelax x2, Darkfire x2
2x3 thallax, 1x photon thruster

HS: Karacnos

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<@&877304280112046111> <@&877304089334124544> Want to get my cults back on the table after burning out on trying to run my gsc as feral & rabble with body spam (I couldnt handle that many models lol)
1 rule, as a house rule of my group needlers from armory are banned due to being too effective

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would love to see any problems you all can find in this list, and also how to change up the mech part I'm much less set on

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(I need to be able to reliably kill 3 dreads with mech and IDK how to, the militia cant really help there

livid edge
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Banning one of Militia's actually useful tools is no bueno

blazing valve
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yeah I know but theres nothing I can do talking to them about it

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weve got a militia player whos been playing the army since long into 1.0 and the group kinda just listens to him

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at least the volkite is still VERY usable

blazing valve
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I mean he runs endless hordes and stronghold last I checked

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the last time I saw him he was running 80 infantry, 6 leman russes, and a sons of horus armored spearhead

summer oyster
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That's some unfortunate limitations. Banning needlers is plain not fair because it makes them not as competitive against astartes...

That said, volkites on pretty much everything is nice, and laser destroyer rapiers are the best infantry AT in militia. Militia side looks good overall, given the circumstances you're under

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But sadly I have no idea how to help with the mechanicum, I'm sorry I can offer input there

blazing valve
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and if its any consultation here the general rule is "no STRONG lists" in the league. DA wont bring more then 5 inner circle, only one guy plays stone guantlent but he's new new, and we have no actual meta lists outside of one RG player that warns heavily before he brings it

summer oyster
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Thats fair, the group seems to be sporting at the least

blazing valve
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oh absloutely

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thats one of the main reasons needlers were a big thing, because even with night fighting and no buffs they still out-shoot most of the armies in the game

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and against a WB guy with 120 tacticals, not exactly the nicest thing

summer oyster
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Hah, fair enough

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At the end of the day, you should make a list that feels fun to use

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Especially with militia involved

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It's the kind of army that you put on the field and laugh when the mere mortals successfully manage to take down a squad of marines with a bayonet charge

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So my first question really is do you think this is a fun army to play with?

blazing valve
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I'm gonna be honest idfk

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I can probably just laugh and kill stuff, and hope for tons of deflag

raw isle
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If your group is concerned about needlers, just start playing Myrmidons with plasma and they’ll be begging you to play needlers after a few games.

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The usual advice is to treat Myrmidons like dreads. 1 unit per 1000 points for a fair experience

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The upgrade from Magus to Archmagos is important because you get the Techno Arcana selection. If you can swing the points, it’s highly recommended

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Myrmidons and Thallax are the best parts of Mechanicum, so you’re on the right track.

blazing valve
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ah ok

clear abyss
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only archmagos exists in the official rules now

raw isle
clear abyss
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magos dominus' whole shtick is to be a cybertheurgy battery / cortex control

raw isle
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Yep, which is why I suggested the upgrade to the Archmagos to gain a Technoarcana discipline

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One of the strongest parts of a Mech allied detachment is the order of high techno arcana, which is essentially a RoW with no restrictions on it

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I personally really enjoy running a Macrotek allied detachment, for earthquake shenanigans to play around with terrain

clear abyss
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to make a suggestion on a mech list

archmagos malagra w/ rad grenades, paragon blade, power fist, machinator array + prehensile, cyber familiar

thallax squad (3 models) w/ meltabombs
thallax squad (3 models) w/ meltabombs

myrmidon secutor host (3 models) w/ double plasma

Krios squadron (2 models) w/ lightning cannons

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having done the maths, that's 980 pts

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you could do a lot worse than that

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@blazing valve

blazing valve
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oh cool

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can I ask why the thallax dont have a photon thruster to force blind?

clear abyss
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you don't want it on them

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they gets-hot too easily and have no invun to protect them from it

blazing valve
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hmm ok

clear abyss
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meltabombs by comparison allow them to go and nuke tanks

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and they WILL

blazing valve
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which the rest of the list is having a problem with yeah I get that

clear abyss
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the krios are also very nasty into tanks

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16" move and can still fire (fast)

blazing valve
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the archmagos goes with the myrmidons im guessing?

clear abyss
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yes

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you could even go to 5 models in the myrm squad, but even if you don't you want to consider a triaros for them

raw isle
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Meltabombs on Thallax are great. If you want to put a gun on them, I usually put the multi melta on to ID things and really make Spartans sweat

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Another option if you don’t want to pay extortionate prices for Krios tanks is Myrmidon Destructors in a Triaros

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Irradiation Engines make marine players cry salty tears

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And they are roughly the same points as the Krios squadron

blazing valve