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GW Reveals New Rules For Solar Auxilia in Legions Imperialis!

Legions Imperialis Solar AuxiliaHere are all the latest Solar Auxilia in Legions Imperialis with tons of new datasheets, army-wide rules for the game of Epic-Scale battles!

If you’ve patiently waited for Epic Warhammer 40k to return, it’s being rebranded in the Horus Heresy era as Legions Imperialis. While we’ve seen plenty of the miniatures in the starter box, it’s always nice to get more details of how the game will play out on the tabletop. 

GW just announced the game will be pushed back some, but this gives us some more time to decide on the game by looking at the rules! If you want to see some more core rules, you can check those out here. Let’s jump into the new rules.

Solar Auxilia Legions Imperialis Rules & Details

The new rules for Solar Auxilia in Legions Imperialis come from Warhammer Community.

Solar Auxilia Rules Legions Imperialis

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. 

It makes sense that the Space Marines will have a better command structure in place. You’ll need commands scattered throughout your army to keep things running smoothly.

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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.

With the Solar Auxilia if you have enough infantry together, you can even bring down some big armored guys in combat!

The Forces of the Solar Auxilia Cohorts

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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.

Along those same lines, if you take a lot of infantry and be good at holding objectives. If you need some objective power and some extra rend, they are going to be fun to play.

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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.

Even though infantry is excellent, if you’re playing this army, you’ll want a ton of tanks, and this lets you do that!

Solar Auxilia Legions Imperialis Rules Datasheets

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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.

The Leman Russ is so iconic, and taking 10 of them in one detachment would be awesome. The Leman Russ is more versatile, but if you need to take out tanks and Titans, this is the way to go!

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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.

For those looking for one giant tank squadron, Legions Imperialis has you covered with plenty of options, and you can take up to six in one squadron.

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What do you think about the new gameplay details for how to play Solar Auxilia in Legions Imperialis? 

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About the Author: Travis Pasch

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Travis Pasch

Job Title: Head Writer & Editor

Socials: @paschbass 

About Travis Pasch: Travis has been a Warhammer 40k hobbyist since the 1990s, playing the game since Third Edition. Through extensive traveling, he’s seen a lot of the miniatures hobby from across the world, giving him a unique perspective on the latest gaming topics and trends.

Travis’s brother even owns a commission painting studio, where he’s picked up a lot of good advice and techniques for painting Warhammer and tabletop miniatures over the years, as well. Travis joined the Spikey Bits team in 2019 and has been the lead writer since 2020.

Currently, he’s working on converting all his 40k Adeptus Mechanicus models and becoming a true tech enjoyer, complete with both sad and happy robot noises!