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===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.
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