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==Divisio Tactica: The Titan Legions== Titans can be taken in two ways: either as a Lords of War choice in another army, or by using the Titan Maniple Detachment as an Allied Detachment, which counts as a Mechanicum army for the sake of faction and allies. Being taken as their own Detachment is notably the only way you can field the Secutarii in any manner, as they're not considered part of the traditional Mechanicum hierarchy (and anyone familiar with 9E can share their frustrations about how they don't share the precious keywords). '''Titan Maniple Detachment:''' Requires 1 Lords of War unit OR 1 unit of Troops (either Peltasts or Hoplites). 2 HQs, 6 Troops and 3 LoWs can be added. *If you read the slot allowance carefully, you'll notice that the optional +2 HQ/+6 Troops/+3 Lords of War choices are static regardless of your Compulsory choices. That means two things: **If your Compulsory choice is a Lords of War unit, a full Detachment would have '''4''' Lords of War, 2 HQ, and '''6''' Troops. **If you took a Troops unit as your Compulsory choice, a full Detachment would have '''3''' Lords of War, 2 HQ, and '''7''' Troops. *Confusion aside, it's probably best to just build the Detachment based on the diagram, which shows 3 Lords of War slots, 2 HQ slots, and 6 Troops slots, giving you a decent balance of units (one Axiarch for three Hoplite/Peltast Phalanxes and a minimum-sized maniple according to fluff [[Adeptus Titanicus/Tactics|and Adeptus Titanicus rules]]). If you're hellbent on taking four Titans or seven Secutarii squads, however, you should go and [[This Guy|ask your opponent which interpretation is the most fair...]] [[That Guy|or don't.]] ===HQ=== *'''Secutarii Axiarch:''' A support hero, he's pretty much marine-strength with S4 T4; his Titanshard armour gives him a 3+/5++ save that can re-roll FNP rolls against ''Poisoned'' and ''Rad-phage'' hits, while the Kyropatris field generator lets him re-roll armour saves of 1 and reduces the Strength of any incoming attacks by 1 if he's accompanying a unit of 10+ Secutarii. The main purpose you grab him is for his ''Binaric Stratagems'', which gives all Secutarii in his Detachment one of four rules (''Feel No Pain (5+)'', ''Move Through Cover'', ''Wrecker'', or ''Preferred Enemy (Infantry)''), allowing them to specialize a bit. Strangely, despite being BS5, he's largely stuck with pistols, with the basic ones being a radium pistol or volkite serpenta. Even if you go for the Hoplite Phalanx's arc lance and mag-inverter shield, your maximum shooting range is only 12". **Speaking of that shield, unlike the Hoplite Alpha, the Axiarch can't keep it while swapping out the lance. While one can argue that it's for the sake of balance (and it might [[Derp|if you could also take the arc maul]]), you also can't take any of the guns available to the Peltasts, [[FAIL|not even the galvanic casters.]] ===Troops=== *'''Secutarii Hoplite Phalanx''': The marching line of shields and spears, the Hoplites are pretty well-protected with a 5++ Invulnerable, ''Feel No Pain (6+)'' and their Kyropatris field generators. Each one comes with an arc lance, capable of both shooting with ''Disruption (6+)'' or fighting with ''Disruption (5+)'', all at AP5. That said, their melee prowess is sadly limited, as S3 (S4 with the lances) isn't very good, while their WS3 means punching marines is well out of their depth. *'''Secutarii Peltast Phalanx''': Not as protected as the Hoplites unless you buy that refractor field, but more consistent in their shooting dedication. Each one comes with a galvanic caster with flechette ammo, giving them Rapid Fire S3 AP6 shots with ''Shred'' to handle most crowds, and ignis ammo, which are Assault 2 S2 AP5 rounds with ''Blind'' and ''Ignores Cover''. They can add onto this by buying hammershot ammo, a bit stronger at S4 AP3, but benefit most from their 30" range and ''Molecular Dissonance'', which lets them auto-wound any non-Vehicle and non-Primarch units on a To Hit roll of 6. The Alpha can add some extra support if you decide to trade in his caster for a free radium carbine or an arc rifle. In addition to ''Feel No Pain (6+)'', Peltast Phalanxes have ''Blind Barrage'', giving them a single-use attack that gives an allied unit that isn't a Vehicle, Knight, Titan, or Monstrous unit the ''Shrouded (4+)'' save, a pretty strong defense. ===Lords of War=== *'''[[Warhound Scout Titan]]''': The most lightweight of your Titans, gaining the ''Fast'' sub-type and AV 14/13/12 with only two void shields protecting it. This is also your cheapest Titan, if you consider 725 points cheap - at the very least, it can be taken alongside a 3000-point army of some substance. Expect to use that mobility a lot because it can only shoot things. **Each arm can take from the same list of guns, all for free. The Vulcan mega-bolter provides a massive flood of firepower, seeking to eradicate mobs and drown bigger things in a bucket of dice. The ''Twin-linked'' turbolaser destructors provide S12 AP2 ''Large Blast (5")'' shots with ''Ignores Cover'' to bombard enemies, with Destroyer 1 being capable of overwhelming even multi-wound models like Terminators. The plasma blastgun isn't quite as dangerous, being Ordnance 1 with only S9 AP3, but it gets ''Breaching (4+)'' and ''Massive Blast (7")'' to overwhelm units with 2+ saves; ''Reactor Overload'' can let it fire a few extra times at the cost of HP. The inferno gun gives you a jacked-up flamer with Destroyer 1 and the Hellstorm Template, as well as a massive ''Torrent (24")'' range for a surprising amount of coverage when eradicating crowds. *'''[[Reaver Battle Titan]]''': The medium Titan for the medium price (for a Titan) of 1500 points, it stands firmly as a compromise between the Warhound's speed and the Warlord's toughness. Having AV 14/14/13, 18 Hull points, and four void shields, it can take fair bit of damage thrown its way, but don't be negligent with its survival; prioritise anti-Super-heavy weapons first, then the big blobs of infantry you want to vaporise. **It comes armed with a Carapace Mounted Apocalypse missile launcher that fires Destroyer 2 S7 AP3 ''Apocalyptic Barrage'' shots; all of its Arm Mounted weapons are free to swap out and equip (points-wise; money-wise, they are all expensive. FW's not running a charity here.) Its weapons aren't as big as the Warlord's, but they are all still very effective as both infantry and vehicle killers, with the melta cannon probably being the best all-rounder gun. *'''[[Nemesis Warbringer Titan]]''': Now we get to the true heavyweights. This behemoth comes with a full six void shields, AV 15/14/13, and 24 Hull Points; you can easily take some blows from even another Titan before collapsing. While it lacks the Warlord's LoS blocking shenanigans, it does have a 6++ Invuln against guns via ''Heavy Structure''. **By this point, just having arm weapons won't do (though you still have them and they're all great and terrible). You'll need a full list of firepower on your Warbringer. Your Carapace Mounted weapon is a choice between the Nemesis quake cannon for a Destroyer 1 ''Apocalyptic Mega-blast'' or the Nemesis volcano cannon if you plan to annihilate heavy tanks. For defense, the Warbringer has two Hull (Front) Mounted defensor bolt cannons, one Hull (Rear) Mounted defensor bolt cannon, and two Carapace Mounted defensor autocannon batteries. The three defensor bolt cannons have the ''Ardex-defensor'' rule, allowing them to fire Overwatch on straight up anything with firepower that can outpace even the Warlord. Even better, those autocannon batteries have ''Skyfire'', so you can even gun down Stormbirds to make up for the batteries' lack of ''Ardex-defensor''. *'''[[Warlord Battle Titan]]:''' 3000 points means that this thing won't be visible anywhere but the most massive of games, and it's going to cost you several children to afford it. One thing you won't be worrying about is losing it anytime soon, as it's not only toting six void shields, but also gains a lot of resistances, with ''Towering Monstrosity'' making enemies unable to target anything near it and making them unable to hit it on a 6+ (5+ for Knights) and ''Reinforced Structure'' giving it a constant 5++ against shooting. Combined with its monstrous AV 15/15/14 and 30 HP, it'll require an entire army just to take it down. **As befits such a behemoth, the Warlord doesn't have just its arm cannons to count on, even though all of those options are some flavor of instant obliteration. Your Carapace Mounted weapon is a choice between two Apocalypse missile launchers for ''Apocalyptic Barrage'' fuckery or two laser blasters if you just straight up want something big dead. The Warlord has two Hull (Front) Mounted defensor bolt cannons and two Hull (Rear) Mounted defensor lascannons, all with the ''Ardex-defensor'' rule for firing Overwatch against anything that tries to storm the Warlord at any angle, be they an unlucky band of combi-melta Termies trying to break a seeming weak spot or a bumrushing Knight trying to break you from the front. **You can replace its arm guns with Arioch power claws, each one giving you blows that chainfists wished they could make while also being mounted with Vulcan mega-bolters so it can still fight crowds. ***Titans are not Knights and vice-versa; the Reaver can bring along its own Titan power fist which, at S14 AP1 with ''Sunder'' and ''Destructor'', is a very capable melee tool in its own right that can take care of your punchy Titan needs, freeing up your Warlord to be the best walking gun platform it can be. Now, if only the AT Reaver chainfist had rules for 30K's larger scale... [[Category:Warhammer Tactics/30k]][[Category: Adeptus Mechanicus]] {{Warhammer_30k_Tactics}}
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