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Well I played a game v mechanicum.

I think I had the worst shooting ever with 9 of my 18 rolling 1s and 5 of those dying. Terrible terrible shooting

Apart from that, I had really trouble bringing down those tough creatures, with no armour to speak of, with the buffs they are very tough to kill.

I shall tweak my list but for astartes would be a decent army. Fell blade and 3 kakophoni is pretty good.

Managed to get 5 instant kill ap2 deaths off on castellex, bugger me he rolled 4 5+s inv!!!!!

 

How many points did you play? And did you take the Fellblade and 3 Kakophoni? I am very interested on specifics as I will be likely playing Mechanicum a lot when I start 30K. We are starting at 1500 pts. though. I am running a 3rd Company Elite. 

I played 3k, 3rd company it was alike this:

 

Hq

 

Eidolon, j pack

 

Troops

 

3x kakophoni sarges rolled up

1 assault squad

 

Elites

2 contemptor cortus with fists and grav

 

Heavy support

 

Whirlwind

Las vindi

Deredeo dread

 

Lord or war

 

Fell blade.

 

His army was

 

That hard dude with an awful combat weapon (each hit inflicts d3 ap2 wounds auto)

4 castellex

 

4 castellex with darkfires

 

3 thanatars (you heard right!)

 

Krios transporter with grav thingy myrmodons

 

2 units thralls.

 

So I got bombarded to crap and couldn't get across the table at him, I know from past a more mobile list our manoeuvres him. my army was swallowed with 6 plasma 5"templates, -1 cover save, re rolling successful. Amongst other things.

 

 

Javelins and speeders are great at him usually, maybe pods and deep striking to close that distance would be my recommendation.

 

1500 doesn't leave much room to manoeuvre tbh.

See how the new army list pans out, Jetbikes layers could be helpful.

So there are leaks about the new red book including huge changes.

 

As a traitor EC player, the apothecary rules are very encouraging IMO. Now they can join any LA units except for termi armour and daemon, thus indicating kakophoni and palatine blades (even with jump pack!)

 

Especially the apothecary in kakophoni will obviously decrease the gets-hot risk though I now have to use 9-man squad for embarking in a rhino.

 

Any other thoughts on the new EC tactica?

Assault squad decrease in points is huge.

 

I keep my kakophoni cheap and cheerful. Upgrades boosts their cost and they're there to kill/ die. Apothecaries are too pricey and situational. That said, eidolon and palatines may need an apothecary with them...

I think it is worth the extra 50 pts., giving them an Augury Scanner, to add to a Kakophoni squad; rule wise and especially fluff wise. For the 50 pt. pop to the Kakophoni they are gaining not only Feel No Pain but also the chance to shoot at any Deep Strikers coming in along with pushing Infiltrators away. Heck, giving an Apothecary to the Palatine, without the Augury Scanner is worth while too personally for survivability. 

 

A lot of good things though from this update. Javelins seem really good now. Though I am sad to see the price increase on the Sicaran, though warranted with how good it is, and the Dreadclaw. Thankfully I haven't bought by Dreadclaw yet and now I am really debating its worth....

Edited by GriffonI92

With the new changes I can say that Assault Squads are now the Troops of choice for a Maru Skara army, and even make a good showing in a 3rd Company list. Take two squads of 15, attach and Apothecary with JP and Eidolon/Champion to each and you have two rush units that can really complement your Outflanking gun units (of which Javelins are now a staple).

 

Of course Apothecaries are now almost mandatory for Kakophoni squads... the FNP keeps them alive and mitigates Get's Hot while the Augury scanner allows you to be super prepared to face off against Deep Strikers. No good player is going to want to Pod in anything other then Contemptors against 3 squads of Kakophoni with FNP and Interceptor!

I think it is worth the extra 50 pts., giving them an Augury Scanner, to add to a Kakophoni squad; rule wise and especially fluff wise. For the 50 pt. pop to the Kakophoni they are gaining not only Feel No Pain but also the chance to shoot at any Deep Strikers coming in along with pushing Infiltrators away. Heck, giving an Apothecary to the Palatine, without the Augury Scanner is worth while too personally for survivability. 

 

 

Agreed. Especially fluffwise, I'm very glad that I can finally bring a full squad of apothecaries cause we EC are notorious in medical technology :wink:

Edited by heptus

I think I'm a fan of the new Jetbike Sky Slayer Squadron. It really helps the Skyhunter Phalanx RoW not be so one dimensional and restricted in the Heavy Support slot, and its a decent RoW when used with Emperor's Children thanks to our rich selection of Elite CC units that can pop out of a Dreadclaw. I can see an army like this working smoothly now:

 

Eidolon [w PBs in DC]

Phoenix Terminators in Dreadclaw

Palatine Blades

Skyhunter Squadron w Volkites (x6)

Skyhunter Squadron w Volkites (x6)

Javelin Speeders (x2)

Primaris Lightning

Dreadclaw

Sky Slayer Squadron w MMs (x5)

Edited by Caustic63

I keep thinking about possibilities of the new apothecary rule. Regarding the augury scanner, does it work when an apothecary is in a transport?

 

I guess it doesn't, but cannot find a related rule (to persuade my friends).

Edited by heptus

I keep thinking about possibilities of the new apothecary rule. Regarding the augury scanner, does it work when an apothecary is in a transport?

 

I guess it doesn't, but cannot find a related rule (to persuade my friends).

Aura type effects no longer work if a model is inside a Vehicle, sadly.

 

I don't remember where its been stated though. But iirc, it was in one of the earlier 40k FAQs for 7th ed???

  • 2 weeks later...

http://www.bolterandchainsword.com/topic/324180-throne-of-skullzzzzz-emperors-children-lists/?do=findComment&comment=4450296

 

Would you guys mind having a peek? I think it's pretty well rounded.

The damage output is better on kakophoni than a Tac squad, and a few bodies won't make much difference with bolter Fire.

 

Please note these are the units I have bit suggestions obviously welcome!

http://www.bolterandchainsword.com/topic/324180-throne-of-skullzzzzz-emperors-children-lists/?do=findComment&comment=4450296

 

Would you guys mind having a peek? I think it's pretty well rounded.

The damage output is better on kakophoni than a Tac squad, and a few bodies won't make much difference with bolter Fire.

 

Please note these are the units I have bit suggestions obviously welcome!

I've had a look, I'd be wary of sinking so many points into your super heavy. Personal preference as always but I prefer target saturation. Cheap anti tank I'd take vindi destroyers, lightnings and podded stuff. I'd fear for the big target. What else do you have available?

 

If you can get a third predator in it'd be worth it for squadron bonuses too.

 

Personally I'd drop the apothecaries and place the points elsewhere - most would probably disagree :p

Edited by 01RTB01

Well I have played with kakophoni and on a bad roll, nuked 4 of my guys in one unit, and 3 in another from 'gets hot!' in one round of shooting, so having the apothecary sort of helps negate that. They can have an augury scanner that may help smashing this cheeky javelins etc or outflanking vets on their arrival turn. 36" is a fair range for relentless guys.

At least that's my reasoning anyway.

 

As for the fellblade, I see your point, i will have an alternate list with dreads and vets in and maybe another las rapier battery.

It has yet to be destroyed in a battle of that size, it's sheer weight of hull points and armament has turned the game for me a couple of times, (my fav was max range the ap shell to nuke a sicaran)

People have other things to shoot at, trying to knock that many hull points down at that range is almost pointless.

 

I have considered another pred actually, I might get one just to 'catch em all'

I could have terminators instead but I will have a play about.

The new Apothecary rules open up so many possibilities! Apart from the obvious survival buff they will give Kakophoni, they also suit the EC from a fluff standpoint.

 

Apart from the pintle-mounted heavy bolter, the Fellblade looks fine to me. 12 HP is a lot to chip away at, and you have decent amount of targets in List 3 for your opponent to decide between. Not bad! :)

The new Apothecary rules open up so many possibilities! Apart from the obvious survival buff they will give Kakophoni, they also suit the EC from a fluff standpoint.

Apart from the pintle-mounted heavy bolter, the Fellblade looks fine to me. 12 HP is a lot to chip away at, and you have decent amount of targets in List 3 for your opponent to decide between. Not bad! :)

I on,y really put the Pintle heavy bolter as extra points,plus it can at least shoot at other targets as well, what would you spend those points on instead? Multi melta is to short range I think?

 

I'm going for an all rounder list, and my fellblade looks pretty cool, it's not overpowered to use it I don't think. And will probably get wrecked by a primarch or knight anyway

First time posting.  This is arguably the best place for 30k EC tactics, love it all!

 

I've been struggling on a starter 2k list.  

The backbone is 3rd Company, at least 2 full squads of Kakaphoni and a jump pack Palatine blades squad x10 lead by Eidolon.

 

What I've been having issues with is how to deal with 2-wound cata termies and their tricked out spartan transport.

Ideally it would be something that wont be at risk of counter-charge and can last long enough to put the spartan on blocks (or crater it)

First time posting.  This is arguably the best place for 30k EC tactics, love it all!

 

I've been struggling on a starter 2k list.  

The backbone is 3rd Company, at least 2 full squads of Kakaphoni and a jump pack Palatine blades squad x10 lead by Eidolon.

 

What I've been having issues with is how to deal with 2-wound cata termies and their tricked out spartan transport.

Ideally it would be something that wont be at risk of counter-charge and can last long enough to put the spartan on blocks (or crater it)

 

Welcome to this tactica thread. The way I see it, the two best ways to deal with a Spartan-Terminator Deathstar are to either run a Primaris Lightning with Kraken Missiles (it comes on from reserve and blows up the Spartan) or 5 Cataphractii Terminators of your own with Chainfists in a Dreadclaw. Neither of these are EC specific, but realistically our legion doesn't specialise in armour/deathstar busting like some others do. Double Grav on Cortus Contemptors can also work decently to strip away hull points, and are pretty hard in melee against the occupants too.

 

 

Welcome to this tactica thread. The way I see it, the two best ways to deal with a Spartan-Terminator Deathstar are to either run a Primaris Lightning with Kraken Missiles (it comes on from reserve and blows up the Spartan) or 5 Cataphractii Terminators of your own with Chainfists in a Dreadclaw. Neither of these are EC specific, but realistically our legion doesn't specialise in armour/deathstar busting like some others do. Double Grav on Cortus Contemptors can also work decently to strip away hull points, and are pretty hard in melee against the occupants too.

 

 

TBH I have been kicking around the idea of 2x double-grav contemptors but the points cost was significant.

Seeing the Contemptor-Cortus is much cheaper it might be doable!  Would you consider DDP mandatory?

Taking a DDP depends on the range of the weapons your Dreadnaughts are using. Using a close combat build with undersling weapons you can make a strong case for one, though as EC if you Outflank them with the Maru Skara RoW they become unnecessary. I feel this is the most effective way to use this type of Dreadnaught now given the cost increase recently applied to DDPs. In a 3rd Company Army, I would only be inclined to take Mortis Dreads/Contemptors or Deredeos because their firepower complements your Kakophoni by filling a role that they don't do as well - anti-air and/or long range anti-armour.

Double grav temptors, las vindis and having everything you have thrown at the occupants is the only want to try and deal with them. Likely they will go flat out towards you. 2 dreads can strip 4 Hp off pretty reliably a las vindi should hopefully do the last one. Leaving your quad mortars and deredeos to shoot up the occupants.

Hopefully you do the transport half way in field leaving them foot slofging for another round of shooting.

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