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====Titan Guard (Forge World)==== The Titan Guard are Super-Skitarii, but with a downside. Their Titanguard special rule means they don't benefit from any {{W40Kkeyword|<Forge World>}} dogmas (auras such as Cawl's or a dominus) or stratagems. But doesn't keep the rest of your army from benefiting from the rule. if they are Battle-forged, but it does create some unwelcome hurdles for using them. They don't benefit from the auras of Cawl or a Dominus since they both specify a {{W40Kkeyword|<Forge World>}} unit. [[What|This is because apparently, being assigned to guard Titans means you immediately lose all Forge World specific equipment and training, despite the fact that Titans are both drawn from specific Forge Worlds and the fact that the Codex specifically states that the Titan Guard is drawn from a Forge World's 1st Macroclade]]. *'''Secutarii Peltasts:''' Ad-mech Dark Reapers. 5++ makes them slightly sturdier than Vanguard. Note that they start at 10 men, so an enhanced data-tether is more vital here. Their Galvanic Casters have 3 fire modes: A Rapid Fire 2 Strength 3 24" for blending GEQs, an Assault d3 18" Ignores LOS for tactical tomfoolery, and a MEQ killing 30" Heavy 1, s4 ap2. Once per game they can give themselves -1 to hit instead of shooting. Maybe not worth the cost of the models now, but multiple shenanigans ensue. Unlike other Skitarii the Alpha carries the special equipment and can't take both an EDT and a melee weapon. **They tend to have a bit of overlap with your Vanguard troops, who have a similar Anti-GEQ role that focuses on volume of fire over pure stopping power. Vanguard also have access to several Special Weapons that let them perform better against MEQ and TEQ targets in a pinch. Additionally, your Vanguard can benefit from {{W40Kkeyword|<Forge World>}} perks and stratagems while the Peltasts don't. However, Peltasts as a whole unit are considerably more flexible than Vanguard offensively (factoring ''all'' the models, not ''just'' the special weapons), especially now that you can choose which firing mode each model is using instead of the entire unit. Against GEQ targets, Peltasts will outperform Vanguard as long as they're consistently within Rapid Fire range, and are able to contribute firepower towards any targets regardless of line of sight. Combined with an Omni-spex, this can make them particularly effective at dealing with enemies that rely heavily on cover and LOS for defense, such as Eldar or Tau infantry. Additionally, Peltasts are slightly more durable than Vanguard are, making them a bit better suited to tank shots compared to Vanguard. **Do not give the Alpha a pistol, ever. None of our pistols are worth giving up the FREE Galvanic Caster. Melee is not good for them at all. **Alternate opinon: Stay the fuck out of Rapid-Fire range. Their ld is crap and they are automatically FORCED to be a large squad. Considering this basically makes them hybrid Vanguard/Rangers with no special weapons is really crap. If you have them you own an amazing horde blender. If not you really lose nothing. **Their Blind Barrage can only be used to protect themselves, not a different unit, as they could in previous editions. [[Fail|It's also shittier than the free Dogma you get from being Stygies VIII, which Peltasts can't use]]. ***Generally, Peltasts are best left to fulfill a scouting and objective-sitting role. They perform quite well against most basic infantry targets regardless of their immediate circumstances, and their lack of {{W40Kkeyword|<Forge World>}} synergy means that they can be sent out independently without really missing out on any buffs. *'''Secutarii Hoplites''': Budget Skitarii with budget TH/SS.vThese guys melt to massed low strength firepower but can hold there own against a charge from a knight gallant. They are very strong in melee especially when buffed with the omniscient mask. They are also very points efficient for what they do and don't understimate the shooting of a large blob of arc lances. S6 AP-1 shot, or melee S+3 (S6) AP-1 hits that both do 1 damage each or changes to D3 vs vehicles. A perfect unit to tie up vehicles and even infantry in melee combat. Anything short of Terminators will fear a charge from Hoplites. **S6 Ap1 Dd3 isn't going to scare many t7 vehicles BUT those light vehicles you are good against are usually (land speeders etc) absolute death to Admech troops. The other decent targets are things like Ogryn, Kataphron Destroyers, Grotesques, and the like. This makes hoplites decent because they come with decent durability to start but not as good offense as other choices. Kinda niche, but also much cheaper than our other elites. **At only 1 pt more than Vanguard, these guys make for great cheap bodyguards. In addition to a flat 5++, they have a shield that gives them a 4++ against melee and reflects a mortal wound back on the attacking unit on any unmodified saving throw of 6 in CC. Arguably the best meatshields we have, especially against melee-focused infiltrators. **Hoplites benefit massively from access to a Termite, and it provides them with the only guaranteed way to get into charge range without getting shot off the table. **Put them into combat with vanguard to wound MEQs or lower on a 2+ **While they lack a '''<Forge World>''' keyword, Hoplites can still benefit from '''Acquisition at any Cost''', making them pretty good at contesting and holding mid-board objectives.
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