GW: Legions Imperialis Solar Auxilia und Space Marines
Im kommenden Warhammer: The Horus Heresy – Legions Imperialis treten die Streitkräfte des Großen Bruderkriegs gegeneinander an, darunter die Truppen des Solar Auxilia und die Legiones Astartes.
Legions Imperialis – A Closer Look at the Solar Auxilia
Within their ranks the Solar Auxilia were formed, elite soldiers trained in the Sol System, the cradle of mankind. When Horus flipped, the Solar Auxilia operating alongside the Legions also had to make the fateful decision of which side of the war to fight on.
Sent to the battlefront as mighty formations known as Cohorts, a Solar Auxilia force is a mighty military behemoth consisting of everything needed to wage war from gigantic fleet voidships to mobile crew-served infantry support weapons. Each Cohort is further divided into Sub-Cohorts which are assigned to particular battles, and in Legions Imperialis this is often the force at your command.
Solar Auxilia Special Rules
Unlike their tall, ceramite-armoured allies (and enemies), the troops of the Solar Auxilia are not entirely self-sufficient during battle. Their vast armies rely on commanders to orchestrate them, and units with the Chain of Command keyword cannot receive orders other than Advance unless within the sphere of influence of models with the Solar Auxilia HQ special rule.
Legate Commanders have the widest aura of command, but you are limited to one per 1,500 points. They are backed up with Auxilia Tactical Command Detachments and Tank Commanders, who project smaller auras.
Numbers will tell against even the mightiest power-armoured troops, and the press of bodies presented by even the elite Solar Auxila’s Close Formation Fighting grants them extra CAF when fighting shoulder-to-shoulder or garrisoned with comrades.
The Forces of the Cohorts
The traditional Solar Auxilia army is built around a core of elite yet alarmingly expendable Lasrifle Tercios, whose Line keyword grants them an extra 2 Tactical Strength when deciding who controls Objectives, which are the key to winning games.
You can fatten these Detachments up with flamer-toting Auxiliaries, and add power weapons with Veletarii and Charonite Ogryns, which benefit from the Rend rule – letting you add D6 to your Fight rolls, to a maximum of 6D6.*
While massed infantry is helpful for securing objectives, tanks are good at shooting things off them. Solar Auxilia Armoured Company Formations ensure that you can field big scooped handfuls of the things, with a Tank Commander to boot.
You’ll fill your Battle Tank Detachment slots with either Malcador or Leman Russ Squadrons, the latter of which can contain up to 10 vehicles. Take the Vanquisher variant of the Leman Russ and you’ll get the Armourbane trait on its shooting attacks, which forces rerolls for successful saving throws made by Vehicles, Super heavies, Knights, and Titans.
While it might look like a straight upgrade over the trusty Leman Russ Battlecannon, its Anti-tank trait reduces its AP value to zero against Infantry and Cavalry models. By contrast, the heavy bolter is Light, so it simply bounces off Vehicles and bigger targets. As Detachments generally have to fire at the same target, matching your loadout to the target is vital.
Auxilia-Super Heavy Tanks Squadrons fill your Heavy Armour slots, covering a variety of armament patterns we know as Baneblades and Hellhammers.
These rolling fortresses are spoiled for choice with weapon options, and every bit as tough as a Legion Kratos. They bristle with Point Defence weapons, smaller guns which grant some flexibility to these lumbering beasts.
These may be fired on a Secondary Target, and may also fire in the Movement phase if the Detachment has been given an Advance or March Order – a helpful infantry deterrent.
The Auxilia also have air support in the form of the Thunderbolts and Marauders of the Aeronautica Imperialis, as well as dozens of guns in the form of Tarantula and Rapier Batteries that can help even the odds against the Legiones Astartes.
* Tactical Marines can do similar, which is why you may occasionally see Terminators palling around with regular Astartes.
Legions Imperialis – A Closer Look at the Legiones Astartes
These warring Allegiances have mustered a disparate collection of very different forces, of which there are four represented initially – the Space Marines of the Legiones Astartes and the human soldiers of the Solar Auxilia, plus the Strategic Assets of the Knight Houses and Titan Legions.
The Forces of the Legions
Space Marines bring mobile heavy infantry and hard-hitting tanks to the fray. Like everyone, their models are deployed in Detachments, groups of models whose stats are represented by datasheets. As well as the Legions Imperialis Rulebook, these can be found in helpful decks of Detachment Cards – which list the Detachment’s points cost, standard size, and any upgrades you can add on one side, and their stats, weapon profiles, and special rules on the other. You use the first side when building the army, and the other while playing.
For example, a Legion Terminator Detachment contains between four and eight Terminators. They’re tough as nails, and their Close Assault Factor of +4 hits hard in melee. Special rules like Implacable – meaning you only Withdraw from combat if you want to – and Invulnerable Save (6+) make them even harder to shift.
The Kratos is one of heaviest tanks the Legiones Astartes can currently bring to bear, and at 150 points for a squadron of two, they’re a pretty hefty prospect. They come with a range of weapons, including two big-ticket turret options: the mid-range Kratos battlecannon and the close-up melta blastgun. They do similar damage at close quarters, but the latter’s Bunker Buster Trait can even bring Structures tumbling down.
The Thunderhawk has been pulling taxi duty for the Space Marines for more than 10,000 years, and it has a hefty profile befitting its status. You can cram up to three gunships into a Detachment, and with a 25” move and special rules including Flyer, Hover, and Large Assault Transport (8), it’s more of an aerial party bus than a taxi.
Respectively, these rules mean it can cross huge distances while ignoring terrain, it can stay on the battlefield between turns, and it can deliver up to eight Bulky troops (such as Terminators) into the heart of combat, and it allows them a Charge Order (which many Tranports do not).
Legion Special Rules
The Space Marine Legions are known for their favoured tactics and specialisms, and all 18 have their own special rule. Importantly, each Formation you select can be from a different Legion – after all, the biggest engagements saw multiple Legions fighting shoulder to shoulder – giving you extra tactical depth.*
The White Scars, for instance, are Born in the Saddle, increasing the Jink save of any units with that special rule. This is a type of Save that certain speedy models can use to dodge incoming fire, such as aircraft and jetbikes.
The World Eaters, would you believe it, have a rule called Incarnate Violence. It’s quite simple, but brutally effective – they can reroll one of the D6s in every Fight roll they make. No one’s getting the better of these savages once chainblades are drawn.
The Salamanders have Strength of Will, which gives them an extra chance at every Morale check and grants them Implacable for good measure – they aren’t going anywhere unless you want them to.
This is just a snapshot of the power available to the Legiones Astartes – they have many more tricks up their sleeves, and an arsenal to match. Whether they’re fighting solo or alongside allies, Space Marines take to the field supported by squadrons of medium, and heavy tanks, a barrage of artillery, stomping Dreadnoughts, and sturdy fliers. Among other things…
* And not limiting you to a single colour scheme!
Quelle: Warhammer Community