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==Taghmata Unit Analysis== Taghmata advantages lie within the immense power and variety that can be possessed by a Magos Prime, Transports are available (Dedicated for Destructors, Secutors, Enginseer Auxilia and Thallax), in the form of the Triaros, though the Land Raider is an option, Tech-priests (for free) take an Arcana which immediately makes them far more cost effective than those found within the Legio-Cybernetica and [[Solar Auxilia]] (though they have more weapon options), Ursarax and finally immensely more potent Tech-thralls. ===HQ=== *'''Magos Prime:''' Kind of like a Praetor. Must be upgraded with an Arcana. Independent Character! REJOICE! The warlord can get a Djinn Skein (for a hefty 2 and a half melta guns) which lets them do all kinds of delightful datamancy--things don't scatter when coming in within 6", +1BS within 6" to one unit, etc. In all cases Abeyant and cyber familiar are a must for most builds for the sheer resilience; they also don't have any conflict with other potential options. Machinator Array further increase toughness, and some additional attacks at I1. Unless you have some specific plans, this is the go-to. **The Archmagos prime is a huge step up, allowing you the use of an Archimandrite and the Djinn-Skein. As well as a stat-boost it grants you relentless. You may only have one Archmagos Prime in an army - no allying yourself for additional an additional one! However this doesn't include taking an Archmagos Dominus/Reductor within an allied detachment. ***Archimandrite: Gives all your vehicles IWND and gets +1 to reserves. Oddly, because of these two rules, Fleet-Support wings become way more interesting, and he compliments well with a Land Raider mounting a Exploratar Augury web. **Malagra: Chases down hereteks, so gets +1WS and Attack, as well as Preferred Enemy (characters) and Monster Hunter. This arcana should be there to help you beat characters and monstrous creatures; with the right equipment, it will. Most combat characters are likely to hit faster than you, but the properly equipped Magos prime should be able to take the damage. A Machinator-array is a good choice but things could be considered. This dude should not leave home without the 'combat augment array' from book 4, a cyber-familiar and a master-crafted paragon blade/chainfist combo; the relic ALLOWS YOU TO COUNT ANY DICE ROLL AS A 6 once per game, announced at the start of your player turn. you have to take a toughness test at the end of your turn for each wound the model has, but you get re-rolls from the cyber-fam. no saving throws at all and no FNP either. take an abeyant for peace of mind. getting close to 270pts though... **Myrmidax: Makes you a Myrmidon. The most important part of this unit is the fact it has relentless; making man of the heavier weapons usable on this; namely the Conversion beamer, Graiton imploder and Photon Thruster. The Alternative method of getting relentless on this unit is the Jet-pack, which would completely cancel out those options (leaving only the Graviton gun and Phased-plasma-fusil to utilize said rule). However the previously mentioned heavier weapons also block out the usage of the Machinator array; leaving him substantially more vulnerable. This guy and the Malagra are the ones with the most diverse set of equipment choices, due to having rules encouraging the use of things that aren't the Machinator Array. Fusilade is also fucking rad allowing you to shoot more. Oh and Hatred; leave melee to the Malagra and troops though. **Ordinator: Gives you a bombardment attack, Armourbane and Wrecker. Bombardment is an Ordnance D3, 5", Pinning, S8 AP3; this is once per game so use it carefully. It could come as kind of lack-luster due to that D3 and scatter and its not Barrage so it needs LoS to the target. However its one of few Large-blast options available to you, the others being the Thanatar and Minotaur; the former is a Castellax^3 and the latter a sexy super-Leman Russ SPG, both doing this job so much better and can make use of the Djeinn Skein Rule. Armourbane isn't too hot considering you have lots of stuff that is good against vehicles anyway, Wrecker is interesting but limited, allowing rerolls of Armour Penetration against immobile structures and adds +1 to the results table; these rules benefit all of its attack so bombardment also benefits from this. Potentially, could be cool, but you're probably better off taking a Thanator or an allied choice if you're looking for some hot heavy Ordnance. A poor choice of Archmagos, a strong consider for regular. **Lachrimallus: Forces you to take a unit of thralls. However, Thrall units come back from the dead on a 5+ and into reserves. '''Don't forget the 5+ feel no pain too; given a machinator array, abeyant and cyber familiar you end up with a t6 character with 4 wounds who has it will not die who has a 3++ save and feel no pain.''' This guy won't go down quickly, if you're taking an Archimandrites or sizeable numbers of well equipped Thralls, take this guy. The Former allowing you to bring those Thralls back on quicker, and the latter meaning they return into reserve for free, potentially maximising cost effectiveness. Also notice unlike the Archimandrite, this guy ''does not'' have to be the warlord to use his bonus. **Macrotek: Reroll battlesmiths for your dude and Auxilia are troops. Also an extra fortification. A combination I have found to work pretty well is giving a Macrotek a cortex controller and machinator array and sticking him in a unit of Castellax. Makes the Castellax a fairly durable unit as he can repair one on a 3+. See page 234 of Extermination: Deal with THAT. **These sphincters are ridiculously durable, if properly built, can tie/beat Smashbubbler. *'''Magos Dominus:''' Just like before, you need these assholes to keep your robots under control (unless you take Auxilia). NOT ICs and does not have the Archmagos upgrade available; as a result they are more dangerous to use than the LC-Archmagos; it may be better to have an engineseer or give the Prime a cortex controller if you're looking for direct robot control. Just to reclarify; Cortex control isn't necessary to keep Battle-Automata fighting, its just needed for them to do it precisely; the robots won't rip out their servos like Nids rip out each others vestigial stomachs. *'''Magos Calleb Decima:''' An all-rounded character that also comes with a rule called Curse of the Omnissiah which ''will'' cripple anything less than a Titan. That said - he doesn't have relentless and the Mechanicum don't have access to a transport with fire points. His Curse of the Omnissiah attack is HEAVY 2d6 with 'gets hot' which means Caleb could very well die while waiting around for a worthy target for it and he might burn himself trying to use it (though that's incredibly unlikely). Caleb actually does significantly better in the Taghmata than the Reductor as you can put him in a group of Castellax (as he's not an IC) and optionally give him an Abeyant. He'll buff the squad (especially if one has a Multi-Melta) and his 5 S6 AP2 attacks fit perfectly well with the squads S6 AP2 attacks. The Castellax T7 also protects him long enough to use Curse of the Omnissiah too. *'''Archmagos Inar Satarael:''' Monstrous creature sized Magos with a shield that can reflect shots back at the shooter and teleports home on a 3+ if he would otherwise die. Comes with a cortex controller and is an Archimadrite, as well as a 5+ FNP. If you're taking a lot of robots and who isn't, he'd be worth your time if you wanted a fully kitted-out Archmagos, as with his special rules he ends up being better than the generic version overall though he still costs more than one of your super-heavy options and with a 3+ invulnerable save he costs just 30 pts less than a Questoris Knight. *'''Archmagos Draykavac:''' The first of the [[Dark Mechanicum]]. A scary bastard with a Paragon Blade, graviton gun, Djinn-Skein, and a Machinator array, gives all friendly Walkers, SH walkers and MCs +1 on their charges and sweeps, and a WT that gives all units within 3" of an objective Preferred Enemy (Infantry). He's rather tough and has some nice tools, but his weirdest tool is his Liquefractor: a special weapon he can use in place of his normal combat attacks. It's an autohit on Initiative step 1, which inflicts "2d6 - T of the target" wounds with AP 2 to a single chosen model in base contact with Draykavac. If he's against vehicles, then they take 2D6 - (Armour Value/2) Penetration hits. This weapon might be really scary, but doing so requires you leaving the protection of your tools, which might be helped by getting an Abeyant. Otherwise, use him like a basic Magos Prime. ===Elites=== *'''Techpriest Auxillia:''' Must choose an Arcana. They can also take Triaros as a dedicated transport. **Enginseer gives them battlesmith and Servo Arms, their servitors get the support rule. **Lacyraemarta: FNP 5+ and +1 to Adsecularis FNP within 6". So they're thrallmasters. Sexy. **Reductor: Servo arms (Note, they don't loose Battlesmith), everyone gets Tank Hunters and Wrecker! They can also trade in their servo arms for Conversion Beamers or Gravitorn Imploders for +25 **Additionally this unit comes with Servo-automata, whom are particularly tough and won't be found wanting in other areas given the right equipment. You may take up to 8 of these with a single unit. Normally they are only equipped with Close-combat weapons, but you will most likely give then a Las-lock as its only 1 point a piece. ***Alternatively they may act as something of a Guardsmen Heavy/special weapons squad. Flamers and Maxim bolters for close range. Heavy Bolters and Rotor cannons for long range blob squashing. Multi-meltas for tank busting anything that looks it will munch up your Automata or Adsecularis. ***If you feel uncomfortable with their mediocre BS, try and have a Cyber-occularis near them to improve it. *'''Myrmidon Secutors'''- As before but can take a Triaros, which can give them a substantial edge over the Destructors they used to some what pale too, now that they can actually be put into their effective range. **The primary problem with Secutors is the very short range - your longest and most expensive option is the Phased-plasma fusil, which is effectively identical (minus pinning) to the Mauler Boltcannon, which if you have a squad of Secutors, is already atop the Triaros, is your go-to for Castellax and more reasonably priced (excluding Ablatives) on the Thallax Cohort, who don't need a transport to get them into battle. If you want lots of AP3, take lots of Castellax - you'll get much more out of it. **Another weapon that should be dropped faster than a bad Harem Anime starring a bland MC is the Maxim bolter. It has the same cost as a Volkite Charger, with a point less strength, 3 fewer inches it makes for a bad weapon choice as much as it would a pornstar. Sure it fires 3 shots rather than 2 but that lower strength means you'll do worse against most targets. **Graviton Guns are vital - haywire is lovely and spewing around diff/dangerous terrain can actually help protect you from assault; Secutors are hardly bad in melee but its something of a waste. Give it a thought, it can be extremely useful coupled with more harmful weapons. **Irrad cleansers would be a strong option; Fleshbane and Rad-phage template is good, but the Myrmidons bring mutha-fuckin' Irrad engines to the table, which are much better than any number of cleansers. ***Overall, you'll probably find yourself taking Volkite-Chargers for some good dice-spamming potential, with a strong likely hood of wounding, backed up by at least one Graviton Gun to help slow down the enemy at such short ranges, alongside lovely glancing hits. It's really the worst unit in the codex, Tech priests have utility at least. Everything they do is better done by another unit, Destructors in particular who also have Preferred enemy everything to boot. ***The only thing up for debate is anti-tank, with Graviton guns they can glance most vehicles to death. If you wanted to score a likely a kill on almost any vehicle its 210 points for 6 Graviton guns and the Secutors (345 for the inevitable transport). They will not be found doing anything else but ripping apart vehicles hilariously fast. Thallax Cohorts with Multi-melta can be used to boot up the field and rear-armour vehicles, or claim objectives etc. Castellax with Multi-meltas can be pushed into melee, and likely take flamer(s) for Anti-infantry. Tech-priests auxilia can bring 8 Multi-meltas for 205 points, with tank hunter. Secutors do have a much lower chance of missing through the virtue of BS5 and blast weaponry though. ****But remembered Armoured Ceramite will protect you from Meltas - jack all against Haywire. *'''Domitar Class Battle-Automata Maniple''': An excuse to never take the Myrmidon Secutors again. It's essentially a melee automata geared to taking down Monstrous Creatures (aka other Automata), it can also handle vehicles and buildings in equal measure thanks to four attacks at S10 and its WS4 make it so it'll hit all other automata on 3's (even with HoW it's great since get D3 S7 hammer of wrath hits per model (roll once and multiply by number of models)). Shooting wise it's pretty shitty for how much it costs, armed with only a missile launcher with Krak and Ignis missiles (the latter S5, 3" blast ignores cover... but AP6) and can purchase flak missiles (only 5 pts but you've got good enough Anti-Air enough anyway). Thankfully it shines even when getting charged thanks to the Graviton Hammers forcing opponents to make disordered charges, and with Crusader you'll be dictating when your charges happen quite often. Interestingly '''Frag-nades''' are purchased at 5 pts per model (essentially mandatory for them), but keep them away from tarpitts (Paragon of metal doesn't help out too much here, and getting hacked apart by a large mob of S6 fearless goons whose entire squad costs probably less than half your model is embarrassing). Don't go thinking that it can take on every monster unit either. Charge a few Castellax with Darkfire Cannons (or even go solo near their Bolt-Cannons) and you'll find that's a 175+ point investment down the drain. *The price of these though is very prohibitive, a unit of Castellax with Siege Wreckers can do essentially the same job for less, and unless you know you're up against MC heavy lists there's very little reason to bring a Domitar. If you bring them anyway, send them after pricey and important targets, Dreadnoughts, smaller terminator units and HQ. They are also the ideal candidate for Paragon of metal as squads would likely perform well, but are too expensive, and as such they function very well on their own. ===Troops=== *'''[[Thallax|Mechanicum Thallax Cohort]]:''' Shock Troops initially gifted by Ordo Reductor, but became much more widespread among out-lying Forgeworlds as they were comparatively easier to amass compared to Battle-Automata. 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 Myrmidon Destructors or Secutors for your special weapons). **For extra options for dealing with Vehicles, buy them '''Destructor''' (Tank Hunters) to make sure you get that rending roll or '''Empyrite''' to deep-strike them behind/beside tanks, in which case you should either stack up on models in one unit or multiple Deep-strikers as they're likely to get shot to hell after they arrive (flying away only carries you so far). 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 (Don't forget melta bombs DO still work on ceramite, they negate the ceramite). **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 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. **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, it also handily goes with '''Empyrite''' for deep-striking, flaming, then flying away (since you cannot assault) 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 '''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. *'''Adsecularis Covenant'''--Thralls, From suck to stellar. No vehicle, but they can now go up to 20 Thralls, which is a no-brainer. They can choose between Laslocks, Mitralocks and Heavy chainblades, you generally want the Laslocks. They now have a variety of upgrades that effect the entire squad, and are more cost effective at maximum size! **Rite of Pure thought grants them fearless, but removes Overwatch and sweeping advance. Few things discourage taking Fearless, especially with a tarpit like this, if you're taking Thralls, give them this. **Induction chargers make both Mitra-locks and Las-locks assault 2. Generally this is more compensation for BS2 than it is for getting extra hits, however plop in a Cyber-occularis and have fun. **Carapace armour, as it says on the tin. Great if you intend to shove them in the face of enemy line infantry but Heavy bolters will rip them apart. **Revenant Alchemistry, SPOOKY, upgrades your FNP to 5+ and grants hatred, slow&purposeful is almost a joke draw back. Prop up Tech-priests behind them and you're gonna have 4+ FNP. Autocannons will mitigate this, but even 30k can only back so many autocannons! **Heavy Chainblades, although called Heavy Chainswords in the core rulebook. In essence, it's a two-handed melee weapon that gives +2S and AP5. Your Adsecularis start at S4, so that means S6, which means that they will severely hurt anything that doesn't decimate them before they get to strike. ***Surprisingly durable tarpits packing a mean punch if properly equipped(RoPT+Carapace+RA+Heavy Chainblades). You'll have to convert/kitbash your own, and while they have the same WS and I as Tau Firewarriors(a meager 2), Hate(everything) and hitting at S6 means that no one wants to see them swing at their models. Should be quite efficient against big blobs of Ork Boyz, hitting them at 4+ rerolling, wounding on 2+ and AP5 while taking advantage of their 4+ save and Feel no Pain which ''statistically'' speaking is as good as 3+ against anything which doesn't cause them Instant Death or ignores their armor. As an anecdote, I once knocked 4 wounds off a Bloodthirster with a unit of 20, and would have finished it if it hadn't been for a unit of deepstriking Bloodletters saving their bosses bacon. ***In short, if the enemy unit wasn't designed to kill through spamming tonnes of dice and hits on higher initiative (Hormagaunts, World-Eater marine blobs etc) then you'll rip their nuts off. Failing that they will waste huge amounts of the enemies time, by which point you would of likely gained the upper hand. Use Tech-thralls to Screen portions of your army by forming a heavily discouraging target for anything that isn't artillery. *'''Castellax Class Battle-automata'''--Now they can no longer be compulsory troops choices. Tragic. But they are still scoring. And don't forget they are some of the best monstrous creature hunter units in the whole game! So almost an auto include! See the other entry on Castellax if you aren't sure how to equip your murderous do-it-all deathstars. *'''Scyllax Guardian-Automata Covenant''': Very situational in this list, 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, if you don't want to pay for Castellax (remember, they're not compulsory choices in Taghmata but Scyllax are) but still want a decent defensive unit for Close Combat then they're okay as even though Thallax have a better statline for a small points increase, Scyllax can to ID TEQ's thanks to dismemberment. It should be noted too that 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 (except for Calleb as that'll grant you an additional 5 attacks that will also ID TEQ's) as unlike the Reductor your characters/Scyllax do not 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. ===Dedicated Transport=== *'''Triaros Armoured Conveyer'''-- <s>Dune Train</s> Not quite a [[Crassus Armored Assault Transport|CRASSUS]], but close. 14/12/12, 4HP The thing comes standard with a flare shield for all that -1 goodness. It also gets a shock ram giving you AV15 on your front when ramming and does haywire damage. the shock ram also inflicts d6 S6 AP5 hits on any unit it tank shocks in addition to resolving the tank shock and the shock ram doesn't count as a weapon so can never be removed by weapon destroyed results on the damage chart. Carries 20 and re-rolls failed dangerous terrain tests. Give it lesser IWND for 5 points. 135. Awesome. Great for getting things close. The Spice must flow. **Volkite Sentinels are a subtle, but potent feature. Essentially they are two Volkite chargers than may target independently of the Triaros itself (and presumably the other Volkite weapon); these can be used to take out "Chaff" units (exceptionally important if you're using this in 40k). **You'll generally give this unit the noble task of transporting the Omnissiah's servants. Myrmidons of both kinds are the most obvious use, it's effectively mandatory for Secutors as they all possess short range weapons, and with the most expensive weapon option for Secutors being the one with AP3 you will greatly appreciate the Twin-linked Mauler Boltcannon. Destructors too can benefit from this, the Graviton Imploder and Irrad Engine to be specific. Another possible useage is Tech-priests. Not to bad as almost any configuration of the Tech-priest is cheaper than Myrmidons; 8 Flamer servitors could be considered a very light version of the Irrad-Engine. The description indicates that it is fair game to use the FNP buff while inside the vehicle; take a minimum sized Tech-priest squad, 15 Thralls, load em up and maybe have some fun...? Its a stretch that one. ===Fast Attack=== *'''Ursarax Cohort''': These are Thallax's less agile but stronger siblings, with twin lightning claws (or Power fists) and Ironman chest lasers. the Volkite Incinerator isn't too great in CC, as four attacks at S10 almost always beats ONE S6 instant death attack (even if the target is T6) but if you get locked in multiple rounds it can be okay enough against T6 models. Having said that, swapping twin lightning claws for powerfists might seem like a good general idea since you're Initiative 2, but if you're fighting against Marines, lightning claws at S5 will put out more wounds than fists at S10. **Also the twin-powerfists are 10 points each: ideally, if you're taking a large squad, nestle a couple into a squad to provide some tough tin-can opening power. **A squad of 9 will put out (excluding HoW) 36 attacks. This costs 455 points and can be hillariously powerful against anything that isn't going to launch S10 at you or is packing sizeable numbers of Autocannons. Toss in say 3 Powerfists and you'll be good to against pretty much anything. *'''Vorax Class Battle-Automata'''--Quicker and lighter (4+ armour and 3W, but I4 and lacking an invulnerable save) than the Castellax, they get fleet and scout. They also come standard with a pair of rotor cannons, a lightning gun, and powerblades. (Can swap the lightning for an irrad cleanser) Outflank these sphincters and let their automatic programming take care of the rest. Unfortunately, 4+ armor, 3 wounds at t6 and no invuln makes them far too susceptible to krak grenades to be viable. With programmed behavior meaning they have to charge, keep these sick-looking mantis bots in single units of 1, to use as a [[DISTRACTION_CARNIFEX|distraction unit]]. **One thing to consider with them, now that they have models, is that they simply look great with their mantis-like predatory theme. Their smaller size and velociraptor-like silouette make exploiting cover far easier too. And they are far cheaper(cash-wise) than the Castellax, which is nice. *'''Planes''' *'''[[Tarantula]]s''' ===Heavy Support=== *'''Thanatar Class Siege-Automata'''--240 a pop, but they're t8,s8 2+. They get Hellex Plasma Mortars, which are ordnance barrage str 8 ap2 plasma blasts which force rerolls on cover saves. Go look up a picture and see how sexy they are. If you want a moronic looking list, take them in a full-size unit of five. If you are a normal person, take the option below. **Want to see your enemies cry ? Take one Thanatar and give him Paragon of Metal. He'll never freaking die. BS5 and -1 to enemy cover from Advanced Targeting will fit well too. **Got too much time, too much money, and too many Terminators running at you to the point photon weapons just don't cut it? Take a unit of more than 1, take Advanced Targeting, now here's the important part; Cyber-Occulari. You are now BS6, and likely able to use the Occulari LoS, the result is a unit that keep its shots in a very tight grouping. Beware though; a cortex controller will likely be needed. *'''Thanatar-Calix Class Siege-Automata'''--(based on experimental rules) This is the guy who puts the "Siege" in "Siege-Automata". the mortar is replaced with an S10 Lascannon (yes, a single, one-shot-per-turn lascannon, unfortunately) but this Thanatar gets an additional Graviton Ram in return, which can be used in shooting as a moderately effective template weapon with Haywire or in melee as an S10 AP 1 armorbane weapon which gets bumped up to str D against buildings(!) However this guy is a whopping 295 points, so make those potential str D hits happen or you're not getting those points back. **Never, ever let him be assaulted by infantry (and don't be dumb enough to charge infantry with him). The template weapon forces a strength test instead of rolling to wound - in HH most infantry are S4, so you're going to need 5+ to wound and they can still make 3+ saves. However, against weak tarpit units with low strength, it could work quite well - morale checks caused my this template are taken with a Ld -2 modifier, so you can scare off potential tarpits. a S10 AP1 close combat attack is mostly wasted on infantry, being not at all any more effective than the base S8 AP2 that a normal Thanatar would have. **This Thanatar is a death sentence against vehicles. If it can get close enough, a single turn can see it firing a S10 AP2 Lascannon and a haywire template, then charging in with 3 S10 AP1 Armorbane hits in melee. (Don't charge transports unless you've got something else to engage the occupants with in CC - it can't be stressed enough how tremendous a waste this guy is in melee with infantry.) **Where this guy really takes the spotlight is in attacks on Fortifications. against those, it can do the same as to vehicles (minus the haywire) but DEALING STRENGTH D HITS instead of S10. With the monstrous number of hull points fortifications can have (looking at you, Primus Redoubt) this can be a huge help, and really, that strength D hit is where your points are going to, so you'd better make some of those hits. **This guy is 300 points. he moves 6 inches a turn and cannot run. his target is a building on the other side of the table. If you plan to get this guy in your army at all, this guy will have to be the Paragon of Metal. First off, he's going to draw a lot of fire - no, really, a lot. at T8 W4 2+5++, he can tank a good number of hits but you'll want the chance to regenerate because there is a solid chance he may never reach his target otherwise. Secondly, this guy is going to be headed straight for the toughest part of your opposing forces, and while he's tough as nails, most cortex-controlling units don't can't withstand nearly as much. An enemy could easily kill this Thanatar's controller and drink your tears as the Thanatar runs off to charge at infantry. While most automata can function reasonably well without cortex control (either they stay way back and don't get distracted by nearby enemies, or it doesn't matter because you want them to attack whatever's convenient), a focused, controlled beeline to fortifications is what this guy needs to do, and if you lose control of him that's essentially 300 points down the drain. ***Plop a group of equally slow Tech-Thralls in front to screen him from charges. Plop a unit of what ever Tech-Priest Auxilia you feel like (Any other combos will actually do alright) behind it and get ready to make battlesmith rolls. ***Annoyingly this thing suffers a notably less-chronic case of "Secutor Syndrome" in that it has a cousin similarly priced (once kitted out) but X times more effective: Knight Errants. Of course those are LoW's and this isn't. The Calix has some edges other it: the fantastic range of its S10 Lascannon and the haywire template will likely knock off Hullpoints; both however will eventually need to make the crunch and the Errant can actually deal with a multitude of issues and moves a shitload faster... though its Meltacannon is subject to Armoured Ceramite. Nor will it be nearly as harmed by Flare-shielding as it has no-blast weapons; there for the Errant will have to rely almost entirely on its melee, where as this doesn't have too. Issue is though most of the time you can "rely on the D", especially when it travels so damned fast. *'''Krios Battle Tank Squadron'''--Farmer Joe's angry Tractor. These sex bots are 13/12/10 3HP with a flare shield. Aww crispy biscuts yeeeaaah!! They're fast and can be taken in squadrons of 3. Start off at 125, and can take a Pulsar Fusil for 25 extra points. (So turn your s7 ap3 large blast marine eating lightning gun into a a9 ap2 ordnance 4 tank killer. Can be taken in mixed.) They also have Autosimulacra and access to Anbaric claws and Volkite sentinels. If you felt the need to rush your tanks in and make them more deadly. With Mauler Bolt Cannons, Irradiation engines, the 3-shot battlecannon on the paladin, and more anti-MEQ, I would almost always go Venator. *'''Mechanicum Land Raider'''--Same Build Your Own Landraider as before. FAQ for Betrayal mentions that the Special Rules box out for Blessed Autosimulacra is unfortunately missing from the page in error. **Add the following: Blessed Autosimulacra: If the vehicle has suffered Hull Point damage, at the end of the owning player’s turn roll a D6. On a result of a 6, one lost Hull Point is restored. *'''Myrmidon Destructors'''--Made 5 points more expensive per model, but Irad engines are 5 points cheaper so it balances out if you want to take a Triaros for delivering RAD-PHAGE. Note that their grav gun has been replaced by a Graviton Imploder (AP2, but does not have Haywire). **It's a toss up between three things typically for these guys; Volkite Culverins, Irrad-Engines and Photon-thrusters. None of these are hardly lacking in Strength, Volkite and Irrad are both very capable of dumping alot of wounds on a target, but Photon-thrusters are capable of taking on vehicles and TEQ's, both the Volkite and Photon are long range as heck, but Transportation negates this, though it raises the squads cost. Graviton Imploder is another great anti-TEQ option, a unit of 3 capable of scoring 12 wounds quite readily, but they'll need transportation. ***An important question to ask, especially within a Taghmata list is "why isn't an Enginseer squad doing this?" - hence you will often not have a Conversion beamer Destructor squad unless you're absolutely terrified of scatter and want to reroll to wound. ***Heavily consider putting your Magos in with this squad; it will grant Preferred Enemy. ===Lords of War=== * [[Imperial Knight]]s ** Knight Errant: Identical to GW rules, minus the ability to mount additional Heavy Stubbers ** Knight Paladin: See above ** '''Knight Lancer''': A good character and monster killer, though its cost is right up there with the Primarchs, it'll take on nearly everything you send it at and come out on top aside from the aforementioned Primarchs (and it can still do very well against them if they're Init 1 or S6-7 since it's Strength D). ** '''Knight Acheron''': Just as excellent at wrecking armour as the Castigator is at wrecking infantry, though in the Taghmata dealing with armour isn't that much of an issue, and you have to close in and assault the enemy to deal with the armour effectively, leaving the Acheron a giant target. It also doesn't benefit from many of the bonuses you can offer, isn't as good at character/monster hunting as the Lancer (thanks to no close combat Invuln save) and the Styrix has better guns to deal with Infantry. It isn't a bad choice on its own but your own units can usually do what it does just as well, if not better. ** '''Questoris Knight Styrix''': The long-ranged Marine remover, it's not such a great idea to take this over the other knights if you want to assault the enemy (admittedly a non-competitive way of playing) but it can be awesome in a gunline. Any Marine squad it hits it'll wreck thanks to Deflagrate and AP3, boost it with a Djinn-skein and mathematically it kills 6.365 Marines with that one gun per turn. It also packs a grav gun for slowing the enemy down when they close in, though the siege claw can be skipped as you have other ways of dealing with Armour and the Rad Cleanser is unlikely to make its points back unless you're up against Tyranids or Orks. *[[Fellblade#Falchion |Legion Falchion]] *'''Minotaur Artillery Tank''': A very odd unit in this list, basically the vehicle version of a Thanatar but not quite as good in 30K. Cannot be given upgrade Armoured Ceramite (so it's vulnerable to any Deepstriking unit with a melta) and its gun is AP3, which isn't that great considering how much 2+ armour (and terminators) will be running around. If you're up against a non-30K army it can do better then a Thanatar since it's blast is larger and it only costs a bit more (it'll destroy Tyranids for example) so it depends what you're up against and if you want to list tailor. *'''[[Warhound Scout Titan]]''': The same Titan as the Ordo Reductor, it has one extra void shield and night vision for the same price as post-heresy one Warhound, Even though 6-th edition nerfed D-strength a lot (no more +1 on damage chart), take a DB TLD for dealing with Terminators and Characters, and a Vulcan Mega-Bolter boosted with a Djinn-skein for the squads as on average against 3+ marines you'll kill 10.416 Marines per use of the Mega-Bolter. *'''[[Reaver Battle Titan]]''': Again, The same Titan as the Ordo Reductor, it's the Warhounds bigger, tougher, meaner and slower brother. Destroyer blast spam is still the preferable weapon loadout (especially with the points level you'll be likely using this guy at), but in 30K there's nothing wrong with choosing Gatling blaster (because fuck Marines) or a Melta cannon. Curiously it can take a Vortex support missile for a carapace weapon, you lose a lot of your average firepower, so compensate by getting something with more blasts instead of going all Strength, but the missile is capable of one-shoting any other lord of war (besides another Reaver) by removing D3 SP from super-heavies or just insta-killing any other model (yes, even Primarchs) with no saves of any kind allowed, but it is one use only, so use it wisely. *'''[[Warlord Battle Titan]]:''' 2750 pts for quite possibly the hardest damned motherfucker out there; 30 HP, 15/15/14, 5+ Invuln, haywire immunity, Armoured ceramite and 6 void shields and it pretty much ignores anything in melee besides other titans. It is bristling with Anti-aircraft firepower atop it with its Ardex (Essentially Cognis) Mauler boltcannons and TL Lascannons. Now some notes on the meat of it! ** If you're taking this to spew D weapons, you're in for a disappointment as 2850pts total would "only" fire 8 D blasts; 2 Belicosa volcano's and 2 Reaver Laser blasters, though the former weapon will produce 2 10" reroll 1's on D table. If you wanna spam D, take a Reaver, it will work out cheaper in every single way. **What this is good for however, is abusing its World Burner rule to turn the battle field into a charnel house where only true Titans, the lucky, and those with Flare shields may live to wretch in the ashen pork world that was left behind. This rule lets you use your Blast based weapons (all bar melee effectively) against whatever the hell you want: Baptise them in fire! ***Of course, you'll need the right tools for the job. Standard are two aforementioned '''Belicosa pattern volcano cannons''', a very good all round choice and in the event you don't have worthy backup against other Titans, stick with these. Other arm mounted weapons include '''Sunfury plasma annhilators''', PW4, Apoc barrage, force rerolls on cover, S9 AP means anything without Flare shields will get screwed over real fast. '''Mori-Quake cannons''' are similar to the regular quake cannons (D to 9 to 6), at AP3 they're kinda lackluster but it makes for it via making units move far slower (Half movement, no running/flatout/charge, all movement is dangerous terrain for next turn), a Direct hit with this will likely heavily delay a Spartan from reaching its destination in time, which could be extremely important. '''Saturnyne lascutters''' are fun, they double as a melee and hellstorm weapon. The Latter is S9, AP2 Instant death, making it perfect for mulching Mechanicum, the former it will possess a D, Machine Destroyer (Reroll 1's on D table) and ID again, which is relevant against Gargantuan creatures (Each D wound scored will inflict D3 wounds.). Next up is the '''Arioch Power Claw''': D Melee, +1 attack Machine destroyer; at least you'll look rad. This then just leaves the '''Macro-gatling blaster''' looking a bit out in the woods: PW6, 5", Pinning at S10 AP3. It's really for just completely removing Marines from the board. ***Next up are the Assortment of carapace weapons (minimum 24"). These are all taken in a pair (the Ardex weapons cannot be changed). Standard are two Apocalypse Launchers, shrug. Then come in the DL-Turbolasers, TL-Vulcan Mega bolters, and Titan Plasma blastguns, for free. The Reaver-greade weapons are all 100 pts: Laser blasters, Meltacannons (which will look real fucking stupid with all this AC around) and Gatling Blasters. Then some uniques come in: 2XVortex missile banks for 150 pts, which essentially let you fling out a total of 4 of these missiles throughout the game (its the "Eh" 40k version). And 75 pts Incinerator missile banks: PW10, No cover, Apoc Barrage, one use each at S6 AP3; for when all the marines must die turn 1. ***You can probably tell now, the resultant purpose of these Titans is destroy any supporting forces as quickly as possible, before destroying other super heavies in a barrage of unrelenting firepower across a number of turns and slugging it out, where as the Reaver is probably just blasting down enemy super heavies. In either case you may wish to sit down, take a look at your bank-statements and wonder how on earth you are going to be reasonably transporting this to the secret Drug-Cartel hideout where they fight each other with Titan Legions.
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