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===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.
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