CommodusXIII Posted April 30, 2015 Share Posted April 30, 2015 In the Cult Mechanicus rumor thread. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025396 Share on other sites More sharing options...
Tiger9gamer Posted April 30, 2015 Share Posted April 30, 2015 oh thank you! so far I really like them, including the torrent flamers.... maybe 1 phosphor gun and two flamers in a squad? with two power fists? or should you just do all phosphor blasters? Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025413 Share on other sites More sharing options...
Aethernitas Posted April 30, 2015 Author Share Posted April 30, 2015 Hm what do you guys think about fielding them with double heavy Phosphor Blasters AND torrent flamer? I know they can fire only two weapons per turn but two twin-linked Phosphor Blasters sound pretty darn awesome and that would leave them open to beeing swamped but with 3 torrent-flamer and the option of 6 freaking torrent flamers sounds just too cool :D Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025427 Share on other sites More sharing options...
marshall Egregorius Posted April 30, 2015 Share Posted April 30, 2015 triple phosphor blasters for funsies or triple flamers for pyromaniac funsies. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025431 Share on other sites More sharing options...
Tiger9gamer Posted April 30, 2015 Share Posted April 30, 2015 I think you can only take one twin linked phosphor blaster in exchange for both fists. I may be wrong about that wording though. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025441 Share on other sites More sharing options...
Aethernitas Posted April 30, 2015 Author Share Posted April 30, 2015 Pretty sure they can swap both powerfists for a tl Phosphor Blaster EACH and they can only get the one torrent flamer which is carapace mounted. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025444 Share on other sites More sharing options...
Tiger9gamer Posted April 30, 2015 Share Posted April 30, 2015 whatever it is it's kinda worded wierdly, but man I hope it's each, personally. then it would be worth 10 points! Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025457 Share on other sites More sharing options...
Frater Cornelius Posted April 30, 2015 Share Posted April 30, 2015 Flamers are not necessary if you have Skitters as well. Radium Carbine cleans infantry far better. You want Heavy hitters. I would go Phosphor and one guy with Fist on a big unit or pure Phosphor on MSU. Skitters handle tanks and air. Cults needs to take the hits and pile on wounds. Phosphor does it better and is more flexible in almost every way. I would almost go as far as to say that the Flamer is a trap. You are too slow for dedicated melee, so fists are for pure defense. A semi mobile firing base is what they best. Better than Onager, which is primarily AA. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025506 Share on other sites More sharing options...
Lord Daidalos Posted April 30, 2015 Share Posted April 30, 2015 2 Fists for 1 Tl Blaster; 1 flamer for 1 blaster. And I believe it´s enough to do the job. :) Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025509 Share on other sites More sharing options...
Dom_ Posted April 30, 2015 Share Posted April 30, 2015 2 Fists for 1 Tl Blaster; 1 flamer for 1 blaster. And I believe it´s enough to do the job. :) This is right. You can see as well on one of the models that has the blaster. It has one barrel in each hand, so twin linked. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025578 Share on other sites More sharing options...
marshall Egregorius Posted April 30, 2015 Share Posted April 30, 2015 either way, workable Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025790 Share on other sites More sharing options...
Yodhrin Posted April 30, 2015 Share Posted April 30, 2015 All-Phosphor is the best loadout - they're MCs, so S6 AP2 in combat regardless, no need for fists when you have Skitters with Haywire out the arse. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025841 Share on other sites More sharing options...
Frater Cornelius Posted April 30, 2015 Share Posted April 30, 2015 All-Phosphor is the best loadout - they're MCs, so S6 AP2 in combat regardless, no need for fists when you have Skitters with Haywire out the arse. Â Fists hard-counter TWC, Wraiths and other melee stars that usually take our MC apart. I would take one Fist per 3 Phosphors. Not in MSU units, you are right. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4025847 Share on other sites More sharing options...
Aethernitas Posted May 1, 2015 Author Share Posted May 1, 2015 I would never pass on at least one powerfist for that S10 instant death goodness. I think the best loadout will be one tl Phosphor, one fist and one carapace mounted phospor blaster. That at least gives you the option to us the "fire carapace weapon twice" protocoll. If the "Canticles of the Omnissiah" are similar to the Doctrine Imperatives the loss of twin-linked wouldn't be so bad as you get to shoot with BS 4+ most of the time.Totally don't think the flamers are a trap. They are after all torrent so they got an effective range of 24" and while I agree there is a lot of overlap between the flamers roll and the basic Skitarii weapons those flamers go a long way to protect the Kastelan from beeing mass charged and swamped. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4026232 Share on other sites More sharing options...
Battybattybats Posted May 1, 2015 Share Posted May 1, 2015 Flamers are not necessary if you have Skitters as well. Radium Carbine cleans infantry far better. You want Heavy hitters. I would go Phosphor and one guy with Fist on a big unit or pure Phosphor on MSU. Skitters handle tanks and air. Cults needs to take the hits and pile on wounds. Phosphor does it better and is more flexible in almost every way. I would almost go as far as to say that the Flamer is a trap. You are too slow for dedicated melee, so fists are for pure defense. A semi mobile firing base is what they best. Better than Onager, which is primarily AA. Â The flamer is useful because as you said the fists are for defence. The flamer is for the overwatch step of that defence. Â That and annoying troops in cover. Â Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4026619 Share on other sites More sharing options...
d@n Posted May 1, 2015 Share Posted May 1, 2015 you're not going to use the flamer though. your going to use the protocol that doubles your attacks if you dont shoot. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4026652 Share on other sites More sharing options...
Battybattybats Posted May 1, 2015 Share Posted May 1, 2015 If you are able. You cannot bet on always having prepped the right mode the turn previous. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4027016 Share on other sites More sharing options...
Frater Cornelius Posted May 1, 2015 Share Posted May 1, 2015 If you are able. You cannot bet on always having prepped the right mode the turn previous. Â I think I would keep them in FnP mode until I am ready to deliver the finishing blow, I would switch to either of the two offensive ones. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4027017 Share on other sites More sharing options...
Aethernitas Posted May 2, 2015 Author Share Posted May 2, 2015 I think I would keep them in FnP mode until I am ready to deliver the finishing blow, I would switch to either of the two offensive ones. Â Totally agree - the FnP one is by far the most universally useful and remember - you have to declare you protocol a round early so you opponent has a full round to react to it. From all three protocols the FnP is the only one he can't really play around. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4027390 Share on other sites More sharing options...
Yodhrin Posted May 2, 2015 Share Posted May 2, 2015 I'm not particularly up to date on 7th, can anyone think of a way to get an IC with Scout & Crusader attached to the Kastelans? Being able to get these guys into the midfield quickly where the 36" deathbubble will have the most impact would be really useful. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4027558 Share on other sites More sharing options...
Frater Cornelius Posted May 2, 2015 Share Posted May 2, 2015 You can not attach IC to MC. 7th has forbidden it to stop MC Death Star units. Link to comment https://bolterandchainsword.com/topic/306807-cult-mechanicus-as-soon-as-next-week/page/5/#findComment-4027565 Share on other sites More sharing options...
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