Flint13 Posted April 27, 2016 Share Posted April 27, 2016 (edited) ^That is accurate. For me, that extra toughness and 2 armorbane power axe attacks in melee is worth more than the mobility. Especially considering I typically have this particular Magos in a Macrocarid with a Secutor posse. Giving him a jump pack and tossing him in with some Ursarax sounds like it could be hella fun though! Edited April 27, 2016 by Flint13 Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4377186 Share on other sites More sharing options...
Daemon2027 Posted April 27, 2016 Share Posted April 27, 2016 (edited) Ahh right, that makes sense. I'll probably end up building several Magos characters because there seems to be quite a few cool builds and I do love building models. Also Flint I see you isn't take Djinn-Skin I thought this was fairly important. For a second character is a Magos Dominous worth it? Edited April 27, 2016 by The Hydra Flint13 1 Back to top Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4377201 Share on other sites More sharing options...
Flint13 Posted April 27, 2016 Share Posted April 27, 2016 (edited) So the djinn skein is pretty great under certain conditions. It's essentially a combo nunciovox and cognis signum. Since my Archmagos typically spends a lot of his time in combat, he doesn't have a lot of opportunity to boost ballistic skill or spot for artillery. The Secutors that accompany him are already bs5 and the jump to 6 isn't worth me giving up a turn of shooting with the Magos. Secondly, I don't have any indirect fire weaponry in my Taghmata :D The dominus is pretty great as a backup character, especially if you have a lot of automata in your list. His Cybertheurgy is a terrific toolbox for little boosts when you need them. Doubly so bc they work like old school psyker powers and can't be denied! Edited April 27, 2016 by Flint13 Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4377214 Share on other sites More sharing options...
Daemon2027 Posted April 27, 2016 Share Posted April 27, 2016 If I had some Occularis wouldn't it be a little more useful though. I guess I should really see what else is in my list before deciding on that. Awesome thanks for your help, I feel a bit clearer on how to move forward. Flint13 1 Back to top Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4377219 Share on other sites More sharing options...
Terminus Posted April 28, 2016 Share Posted April 28, 2016 (edited) Archmagos Reductors are actually scariest in melee with S6 axe/paragon and S10 fist before rad grenades. In general, Array is worth it just to not get blown out of the water by a demolisher or conversion beamer. Jet pack is a nice way to get relentless if you don't want to go Archmagos. There are a lot of nice cheap Magos load-outs. Ordinatus, Jet Pack, Photon thruster. S6 +2d6 lance pewpew. Roll with tank hunter Thallax. Myrmidax, Array, 2 Graviton Guns. Or Photon Thruster and Graviton Imploder. Concuss then force blind check at I1. Go with Myrmidons of choice as bodyguards Reductor, Conversion Beamer. Blows up vehicles on 4+. Roll with Reductor Adepts for more Conversion Beamers and Tank Hunter. Dominus. Nothing. :D Sprinkle in rad grenades and master crafted power fists as necessary. Edited April 28, 2016 by Terminus Flint13, Daemon2027, Reyner and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4378126 Share on other sites More sharing options...
caladancid Posted May 16, 2016 Share Posted May 16, 2016 So regarding the new Secutarii shown at Warhammer Fest, am I missing the rules somewhere for those guys? They look awesome no question, but is that the only reason people are so excited by them? Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4395656 Share on other sites More sharing options...
Terminus Posted May 16, 2016 Share Posted May 16, 2016 Yes. No rules available until book XIV. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4395674 Share on other sites More sharing options...
Charlo Posted May 16, 2016 Share Posted May 16, 2016 There will be rules in the next IA book for 40k, if you have a nice group you may be able to use them until the Prospero is out, as the Imperial Armour is due Autumn and Prospero the end of the year. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4395916 Share on other sites More sharing options...
depthcharge12 Posted May 18, 2016 Share Posted May 18, 2016 Yeah I'm pretty pumped for the Vulture automata :drool: Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4398114 Share on other sites More sharing options...
Deekthegreat Posted May 18, 2016 Share Posted May 18, 2016 I noticed somebody mention an assault claw as a transport for some melee assault vehicle sillyness. Anyone care to highlight how you would pull that off? Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4398732 Share on other sites More sharing options...
Mango Polo Posted June 11, 2016 Share Posted June 11, 2016 variant Thanatars are the only things I dislike about an otherwise excellent book. Hey. Hey no. Cynis is cool. That one even goes fairly well in a Scoria army because you want the big dumb log to run up close. And because the Cynis is cool it means it'll probably never get a model (more realistically, it would require a pretty hefty redesign of the existing Thanatar frame). Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4417538 Share on other sites More sharing options...
Charlo Posted June 11, 2016 Share Posted June 11, 2016 Cynis with cyberthergy to shoot twice is daaaamn nasty. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4417582 Share on other sites More sharing options...
Flint13 Posted June 12, 2016 Share Posted June 12, 2016 Until you rapid fire overheat, haha. In 7th, does a weapon that overheats still get to fire? Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4417662 Share on other sites More sharing options...
Slips Posted June 12, 2016 Share Posted June 12, 2016 No, it doesnt. And you roll gets hot for template weapons before they actually shoot. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4417663 Share on other sites More sharing options...
Flint13 Posted June 12, 2016 Share Posted June 12, 2016 (edited) Oh gross... I knew there was a reason I didn't like the Cynis. If you roll a single one, it would shut down that entire plasma ejector. So all four shots if you're trying for Cybertheurgy. Keep in mind too, Rite of Destruction only overcharges a single weapon, not every weapon on an Automata. Edited June 12, 2016 by Flint13 Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4417672 Share on other sites More sharing options...
Mango Polo Posted June 13, 2016 Share Posted June 13, 2016 Err no, a Gets Hot! result doesn't stop further shots. That's unless I missed something, but I have the rule page open right now and don't see anything that would point otherwise. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4418956 Share on other sites More sharing options...
Slips Posted June 13, 2016 Share Posted June 13, 2016 Err no, a Gets Hot! result doesn't stop further shots. That's unless I missed something, but I have the rule page open right now and don't see anything that would point otherwise. Check for Blasts. Because the Thanatar shoots 2 Per Gun. Its 1 Gets Hot roll per blast, iirc, and if you roll a 1, it fails and you have to take a save as normal. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4418980 Share on other sites More sharing options...
Mango Polo Posted June 13, 2016 Share Posted June 13, 2016 (edited) I did check for blasts. It says nothing about the first failure stopping further blasts, unless I'm misinterpreting the text. d6 per blast, a 1 the blast doesn't happen and you take an automatic wound. Nothing that would disallow further rolling for the second (and subsequent) blast. Plus per the Blast rule, multiple blasts are resolved individually as they are not barrage. Did I miss the important bit? I'd really like to know because I'm planning a Cynis conversion. Edited June 13, 2016 by Mango Polo Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4418995 Share on other sites More sharing options...
Slips Posted June 13, 2016 Share Posted June 13, 2016 Err no, a Gets Hot! result doesn't stop further shots. That's unless I missed something, but I have the rule page open right now and don't see anything that would point otherwise. Its 1 Gets Hot roll per blast, iirc, and if you roll a 1, it fails and you have to take a save as normal. Pretty much just like a regular plasma gun. I worded it badly before. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4419001 Share on other sites More sharing options...
Mango Polo Posted June 15, 2016 Share Posted June 15, 2016 Gotcha, we good now :) Back to converting a Cynis! We're also now a month away from Open Day, I'm very much hoping we'll see the first rules for the Vulturax. Anti-air still remains a big vulnerability for Mechanicum forces, and hopefully that little bugger can plug it up. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4420585 Share on other sites More sharing options...
Flint13 Posted June 15, 2016 Share Posted June 15, 2016 I'm hoping for Arlatax. A half dozen of those magnificent bastards and I can die happy. Fangbanger 1 Back to top Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4420838 Share on other sites More sharing options...
Charlo Posted June 16, 2016 Share Posted June 16, 2016 Very interested to see the Vukturax rules. Squat Gyrocopters yo! Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4421111 Share on other sites More sharing options...
Unknown Legionnaire Posted June 16, 2016 Share Posted June 16, 2016 Very interested to see the Vukturax rules. The what ? Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4421156 Share on other sites More sharing options...
Charlo Posted June 16, 2016 Share Posted June 16, 2016 Prototype blight drone. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4421351 Share on other sites More sharing options...
Unknown Legionnaire Posted June 16, 2016 Share Posted June 16, 2016 Ah, I see, the uncorrupted version of that drone. I thought as much but wasn't sure about it. Probably something along these lines, if one checks on IA 13: Fast Attack, BF 3, Armour 12/11/10, 2 HP Deep Strike USR Reaper Autocannon as standard gear. 1-3 models per unit. My guess would be that one gets the option for a second gun (a template or blast weapon maybe) and probably the option to upgrade to BF 4 via Enhanced Targeting Array. Would make them pretty similar to a Javelin speeder somehow. Just a guess, though. Link to comment https://bolterandchainsword.com/topic/313500-hh10-mechanicum-tactica/page/13/#findComment-4421804 Share on other sites More sharing options...
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