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===Troops=== *'''[[Thallax|Mechanicum Thallax Cohort]]:''' Shock Troops cyborgs invented by the Ordo Reductor and sometimes gifted to other organizations in return for aid and fealty. Thallax are Jet pack Ogryn equivalents, being pretty hardy with T5 and 3 wounds. Their special rule '''Djinn-sight''' impedes infiltration within 24" of them and [[Iron_Warriors|reduces enemy cover]] by 2. Their Lightning guns are somewhat short ranged (18"), but being Jet pack units they move like normal infantry and get a 2d6" jump in the assault phase, so consider Deep-Striking them. Their superb mobility and S7 Rending guns means they are effective against vehicles (even AV14 with some luck), but they don't pump out enough dakka to be much of a threat to infantry. Even though they're WS3, being S5|T5 FnP(6) means they're not too shabby in combat either. Overall pretty damn good but start to cost a lot of points quickly and while they have access to great weapon options, this isn't a fantastic way of picking up a tonne of high strength weaponry. Being Reductor however you don't have a lot of choices, [[Rage|so go figure]]. Furthermore, Thallax can be upgraded with one augmentation. Being their inventor, Reductor Thallaxii have access to all four of them and remain Troops no matter what they choose, but again, keep an eye on their point cost. **For killing armored targets, buy them '''Destructor''' (''Tank Hunters'') to make sure you get that Rending roll, and ''maybe'' a '''Multi-melta''' too. <s>''But Armoured Ceram-''</s> In ~1500 pts games it's not that easy to Melta-proof all your vehicles, and Fortifications can't get that (and are affected by Melta [p.110 7th E.]). Furthermore it's longer ranged than Lightning guns so you can keep them in the back, and AP1 helps against infantry too. Alternatively, avoid multi-meltas and put those points into Melta bombs instead, which does ignore Armoured Ceramite and ultimately cost the same. Being owned by Dreadnought who takes your Thallax out with one strike of Dreadnought CW before they can use MB sucks, though. **If you want to deal with flyers, '''Icarian''' is you only way to get ''Skyfire'' weapons. Set them up in a fortification (Skyfire emplaced weapons) and/or buy them Multi-lasers/Photon thrusters, their Djinn-sight screwing up those Jink saves. Otherwise they wont make good use of this rule because of their short ranged Lightning guns, Icarian needing them to stay still taking away their mobility advantage. **''Against Marines take'' '''Phased-plasma fusils''', terribly efficient marine-wood chippers that effectively become Assault 3 in the hands of your Relentless minions. And being Djinn-sighted, cover won't save them. ''To kill Terminators'', however, '''Photon thrusters''' are your only option. It's the most expensive option, but 2 S6 Blind shots will make a difference, and even MCs (and Primarchs!) might feel more than a sting, all that from 48" away. They're also Lance, but at S6 no one cares, stick to your default guns for tank killing. ''For dealing with light infantry (T3) blobs'', '''Multi-lasers''' are a very cheap way of adding much needed firepower, S6 denying their FnP on top of having long range. '''Irrad-cleansers''' are very useful too, their Fleshbane templates felling scores of poorly armoured enemies, even making tough units take a ton of saves. **'''Ferrox''' is an interesting upgrade, not only granting ''Rage'', but also making your melee attacks ''Rending''. Pretty mediocre given Thallax, while strong, are not as numerous as you'd like them to be. Synergizing extremely well with Ferrox are '''Heavy Chainblades'''. Their effect is only felt against T3 denying FnP or if they are poorly armoured (S5 already wounding on a 2+), but combined with Ferrox's Rending they improve your chances against 3+ saves and can even kill MCs and AV14! (9 guys shooting and charging averaging [[Spartan_Assault_Tank|5 lost HP]], 3 of them Penetrating). Now there's your melee AND anti-armor option combined. But avoid tarpits because to make their points back these guys need to be always charging, and they can't Sweep Advance. **'''Empyrite''' is only useful in Zones Mortalis and those environments where aerial deployment is forbidden. That's right, for 25pts all you get is a different way of deep striking. *'''Scyllax Guardian-Automata Covenant:''' Holy shit [[Awesome|a second Troops choice]]! Just when you thought Forge World forgot about the Ordo Reductor after two and a half fucking years... They did and just gave a blanket statement that these can be taken by everyone, but it's the thought that counts. They are a balanced melee-ish squad, having 2 attacks base that generate an extra attack on a To wound roll of 6. In addition, they can exchange all their attacks (even the extra one for charging) for a Dismemberment attack: [[Rape|+3S AP2]] Unwieldy. They also get some decent firepower in the form of Kraken bolters as standard, one of the longest ranged infantry weapons in the whole Mechanicum, AP4 to boot. Nice. WS3 coupled with Relentless, Move through Cover, Night Vision and the usual Mechanicum stats (T5|2W|I3|4+ save) and the possibility to have up to 16 models means the unit is more than just a tarpit unit. [[Rage|Too bad they cost as much as Terminators]]. Also, like the Servitors they are, they become Fearless when they're within 24" of a Magos...but have to test on their Ld7 to move when away from them, so keep Magi nearby [[Tyranid|to herd them around]]. ''Then why take them?'' Because they come equipped with a '''Rad Furnace''', which means anyone in base contact with them suffers -1T, while they themselves are immune to it, as well immune to Rad grenades (''so they're different/[[Anal Circumference|THEIR EFFECTS CAN STACK]]'') and Poison & Rad-phage [[Mortarion|only affects them on a 6+]]. ''What does this mean for your Reductor army?'' That you should either stick a Rad grenade, Abeyant-equipped Archmagos with them since they will be able to Instant Death MEQ's with their regular attacks and attack the nearest foe with your Relentless, Move through Cover unit that [[meme|doesn't afraid of anything]] (Fearless). Alternatively put Calleb in one since at S6 he won't even need the Rad Grenades to ID MEQ's (''at last, a good unit for him to hang with!'') Terminators on sight? Pfft, Rad Furnace + Dismemberment will finish them off, even if they have [[Grey_Knights|2 Wounds]]. Just remember your Magos isn't immune to Rad, so keep away from Precision strikes and Challenges and buy a Machinator Array. Like all Mechanicum units, they have numerous weapon options, but keep your eyes on the points price. **If Assault is your ideal strategy, then load up on '''Flamers''' (available to all) and '''Rad-cleansers''' (available to only one in four, sadly). Template weapons can help whittle down a lot of blobs real fast (having that much Wall of Death doesn't hurt if you get counter-charged either). **If you opt for ranged combat, you'll want the '''Rotor Cannons'''. Sure they're weaker in strength than the '''Volkite Chargers''' but they put out more shots the Volkites and your regular Bolters do, Relentless meaning you get to fire 4 shots at full 30" range. And they're the cheapest option! Even if you're up against 4+ saves, the heightened volume of fire means you'll inflict more wounds than Kraken Bolters. **As for the other "1-in-X can equip Y" items, they're pretty self explanatory. '''Graviton guns''' help with slowing infantry and dealing with vehicles that got too close, '''Plasma guns''' help with taking out 2+ saves from range (handy if a player puts their Artificer Armour Sergeant in front), and '''Melta guns''' are good for leaving at home because your opponent bought Armoured Ceramite and you have better things to deal with vehicles and 2+ saves.
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