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===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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