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===Troops=== *'''Tech-Thrall Adsecularis:''' The 2nd cheapest unit available in 30k after inducted levy squad 100pts for 50, heck even in 40k its only outdone by Grots by a decimal point! (40pts for 10!) However in many ways it shows. The unit has a measly T3, BS2, WS3, LD7 with a 5+ save, but it also has FNP, S4 and Las-locks. The unit can now be upgraded with an extra 10 tech-thralls making them the best Legio-Cybernetica troop for cheaply getting objectives. They may exchange their Las-locks for shotguns (shorter range but more likely to wound with two shots) or Heavy chainblades and while this makes them good in assault (for their points cost) you lose any ranged ability the squad has, though at BS2 you're not likely to be missing them that much. They can also take frag grenades, and considering how close these guys have to get they're almost mandatory unless you want them to be camping objectives (which for 35 points they make fantastic campers). **"Rites of Pure thought" is a good option now that the unit can be 20 strong. This makes for a very nice blob that can either hang back in your home area or march forward to screen other units. **Something to keep in mind though, These units -do not- count towards your compulsory choices, so you cannot use these to have more points for elites, but the Mechanicum troops being so great this probably wasn't being considered. Now would be a good time to point out, upgrading Thallax with augments causes them to either become fast-attack or heavy support, thus freeing slots for these loonies, so use them to take the objectives the Thallax can no longer take. **If you want pure numbers then ally in the Solar Auxillia, the Tech-Thralls fill up your slots too fast to be any sort of horde-style army. *'''[[Legio Cybernetica]] Castellax Class Battle-Automata:''' A surprisingly cheap Monstrous Creature pretty much made to fuck up the Space Marine Legions (thanks to BS4, T7, W4, and armed with AP3 guns base) unless there's list-tailoring involved (like Plasma vets) it'll hold its own against nearly everything thrown at it and can put out a lot of hurt in both the Shooting (thanks to the aforementioned AP3 guns) and Assault, don't let the two Attacks fool you, charging will boost your attacks up to 4 (if you do this make sure to get the Frag Grenades). Don't let Reactor Blast make you think it's worse to group them up, it's very unlikely to do any wounds to you at all and if you're in assault it'll almost always work in your favour. **They may also take dual powerblades. At first AP2 rending in melee seems fantastic, but then you remember that this is a monstrous creature; thus it already has AP2 by default via smash. And with S6 its quite likely to be wounding most targets reliably anyway. The main point of this upgrade (which would explain why its relatively cheap) is to give a potential extra D3 Armour Penetration, and an additional +1 attack to your unit (since right now the shock chargers are technically one weapon). It's an upgrade to be considered, but probably should only be taken if you have spare points left over for some reason. **Multi-meltas are another AT option replacing the Mauler bolt cannon for no points cost. You're probably better off shoving this onto the Thallax cohorts who are way more likely to be looking at the victims backside... But it can also be used in conjunction with the other Bolt Cannons to remove any 2+ armour character (thanks to Instant Death) or Sergeant, before gunning down the rest of the squad with the Bolt cannons. **Darkfire cannons are a strong choice, it's better than the Melta's at taking down 2+ armour (such as terminators) and it's long range can help lay down a lot of hurt on other Monstrous Creatures or Primarchs. It also forces units to take blind tests which could really tip the balance of power when it comes to assault them (remember; monstrous creature, you have relentless). Ignore the lance factor as you're still glancing on 5's. **Siege wreckers are now a lot better (though that's more thanks to Smash getting worse) as they essentially allow your unit to make 4 S10 attacks against enemies instead of 1. Think carefully before taking this as it is an expensive +20 pts, and it removes a single bolter, if you care. **Enhanced targeting arrays vastly help when fighting MEQ's and/or if you're making a gunline, since you're ignoring their armour saves they'll almost always be making cover saves, so you want to decrease those as much as possible. It also combos well with the Darkfire cannon for sniping things off at vast distances but these costs add up quick. **Infra-vision grants these units night-fighting, but also makes them far more vulnerable to blind (they take the test at I1). Its a cheap upgrade (5pts each) but not really necessary unless you're taking Darkfire cannons and/or making a gunline. **Paragon of Metal - Oh boy. This is absolutely incredible and can turn the Castellax into a one-model-unit (literally) wrecking machine. Because it's so limited you might want to splurge on the points costs, giving this unit Siegewrecker to ensure it'll get the most out of Assault and a Darkfire cannon to blind the unit it charges or to snipe others. Cyberthautergy also becomes incredibly risky, though more potent; any failure results in Malifica. *'''[[Thallax|Mechanicum Thallax Cohort]]:''' Shock Troops sometimes gifted by the Ordo Reductor to the Legio Cybernetica, Thallax are Ogryn sized Jet Troops. They're best used against vehicles since being Jet Pack Infantry means they're super mobile, able to jump out behind a wall then shoot before flying away, and S7 plus Rending guns means they wreck light vehicles (and potentially much tougher vehicles) not to mention being S5 T5 and 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 (stick to Destructors or Secutors for your special weapons). **If you need to deal with fliers then set them up behind a fortification (so you get a Quad Gun or Lascannon), and buy them '''Icarian''' and a '''Multi-laser''', for extra 36" S6 hits. Keep in mind Djinn-sight fucks over Jink saves so use this to your benefit instead of a Magos on the gun. Don't get a '''Multi-Melta''', most 30K vehicles have Armoured Ceramite (immunity to the extra D6) so Rending S7 is better (and for this reason Melta Bombs can be skipped too). **For dealing with Marines you have '''Phased-Plasma Fusils'''; they're an interesting weapon choice, though listed as Salvo 2/3 it needs to be remembered that Thallax possess relentless, thus turning this into a Assault 3, and S6 AP3, (amazing against marines, especially with Djinn-sight wrecking their Cover Saves). Of course you may be wondering if this subverts the point of using the Thallax cohort as tank hunters and you would be right it does, you also have Castellax who are much better at this role with all of them being able to take S6 AP3 weapons. For what it's worth, based on real experience, the plasma fusil doesn't ''really'' subvert their purpose as tank hunter. The whole premise behind tasking them with tank hunting is being able to deep strike to get side/rear armor shots, in which case three S6 shots are probably as good or better as the one S8. The half-range melta bonus I found frequently to be a trap, forcing the unit too close to enemy lines; I much prefer slinking around at 18" range to shoot their guns and use the jet packs to reposition to minimize counter-attacks. Their cover reduction ability means they are just fine with trading shots head on. Frankly, if you're going to get that close to the tank, I found a charge is usually what made the kill, not the single multi-melta shot. **For dealing with 2+ armour You've got '''Photon-Thrusters''', they're expensive but their main advantages are 48" S6 AP2 for making those squishier Primarchs (Like Lorgar, Conrad Curze, and Angron) and Terminators to take several invuln saves, though once again Castellax are better at this role with their Darkfire Cannons and at S6 Lance won't help at all, your regular Rending S7 Lightning Guns are better for vehicles. They can still be useful if you're charging though since they cause blind (make sure to get '''Ferrox''' for Rage and Rending). The "best" platform for this weapon are the Myrmidon Destructors, whose BS5 and Preferred Enemy really make the most out of this gun. **For dealing with Light Infantry you have '''Irrad-cleansers''' which are also a very interesting weapon; 2+ Fleshbane (not poison!) template pretty much guarantees a large portion of the target will get wounded but at AP5 however it could vary widely as to how effective it is afterwards; Ork, Nids, IG and even Nurgle daemons blobs? Not a problem. Legiones Astartes? It'll at least make them take lots of saves (but is worse than Phased-plasma), [[Solar Auxilia]] with their 4+? Get '''Ferrox''' (Rage/Rending) '''Heavy Chainblades''' (for Instant Death), charge and crush them. **Something to keep in mind is that as they fuck with Infiltrators thanks to Djinn-sight (so spread them out), and you should always keep them away from S10 AP 4+ weapons as they invalidate your armour, FnP, and three wounds. *'''Scyllax Guardian-Automata Covenant''': Well aren't you just spoiled for scoring troops, honestly there's very little reason to take these guys, Thallax are just slightly more expensive with a better statline (extra Thallax cost just five more points than extra Scyllax) as well as far more mobility, Castellax are a lot more expensive but they can handle anything in Close Combat a lot better, and anything Scyllax can do for you with their weapons can be done more efficiently in other options. If you must use them then use them solo, [[Fail|don't add characters to this bodyguard unit]] as unlike the Reductor you gain any special benefit from joining them as they're not Battle-automata (and as such don't benefit from Cybertheurgy aside from making them fearless but that works up to 24"). Try to have them as a defensive measure as they can ID TEQ's using dismemberment while using their ranged options similarly to the Ordo Reductor: **If Defensive 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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