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Mechanicum Plans and Ideas


Targetlock

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Hi All

 

From what you may have read from my recent gaming league progress ive been planning to add some mechanicum to my force, using scratch built and kitbash models to represent all manner of forbidden and experimental tech. ive been allowed to use them in store :) and this saturday have a huge 5000pts per player game to take part in!

My force is Skitarri+Cult Mechanicus with a Knight and Mechanicum force. i quite like the robots, cool guns and how they can overcome the skitarri weakpoints and still add in plenty of character and flavour.

stuff ive been trying out so far:

 

 

1. Magos prime: favourite loadout is an ordinator so far, also really like the cyber-occularis worth it for interceptor :)

 

2. Secutors\Destructors: at the moment im not sure which i prefer or find more effective. volkite charger armed secutors seem good to me but the limited range is a pain.

 

3. Thallax: really like these guys, mobile, decent weaponry and tough and restricting infiltrators and lowering cover saves.

 

4. Castellax: prefer them over the Cult version, seem more effective for the points and as durable if not more so and more variety of options.

 

5. Vorax: tried these guys out for the first time and really like them, loaded them with irad-cleansers and bio-corrosive ammo and scouted them forwards, wiped out two units by themselves through shooting.

 

5. Thanatar: one of my fave units :) basic version i like but also like the look of the cynis version.

 

6. Krios: model is ready but yet to try it out, i like the look of both versions of these.

 

 

So many fun options and ideas contained within the book though will most likely stick with the normal list thoug i do like the look of the reductor artillery tanks. any ideas and suggestions and own experiences with the mechanicum stuff would be great :)

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Castellax can be tougher than Kastelans for multiple reasons.

 

1. They have an extra wound each.

2. Cybernetic Resilience means Poisoned and Fleshbane wounds must be re-rolled (on the flipside, haywire guns roll an extra die and score extra wound on a 6).

3. Kastelans can get It Will Not Die only if you take the ~800 point formation and specific relic. Castellax can all just regain a wound from Cybertheurgy without the need for any formations.

4. Mechanicum list has access to more repair models.

5. Castellans still get a 6+ invulnerable save in melee.

6. Castellans are 20 points cheaper (bare-bones Kastelan is 125 points with carapace phosphor), although those savings will go towards Targeting Arrays and flamerfists. :)

 

Kastelans do have access to FNP (at the cost of offensive output) and their ranged 5++ can deflect shooting attacks back on 6s. Or they can take advantage of improved cover saves with Canticles.They can also use the Datapriest as bullet sponges.

Hmmm very interest. Thanks for the enough.

 

As far as kastelon protocols. I'm of the mind set that you only ever switch protocols on turn 4 or 5. By this time your either locked in melted in an instant kill off (maybe seating invisible stuff with insta kill attacks, or trying to dodge massive stomps. Otherwise shooting, charging, and objective capturing are way more valuble.

 

 

What are the basic troops?

I'm used to dealing with a lot of poisoned attacks from a certain eldar player so forcing my opponent to re-roll them is quite fun. as also like the options available to them, the fact they have rage and concussive on their hammer of wrath and melee attacks is a nasty surprise for opponents.

 

Thallax, Tech-thralls, Scyllax and Castellax are the troop choices.

For the Krios. I tried both variants. The normal one performed not so well. Most opponents deploy their squads with the maximum coherency. That means you will get only 3-4 models under the template. I think he will perform better in a squad of 2 or 3.

The Venator on the other hand is a killer. I like to run two of them. Tanks, MCs, termies? No problem. They are as good as dead. Cause they are fast you can keep them a bit farer behind your lines and out of sight (if you don´t have the first turn). Meanwhile i´m thinking about incresing their number to four.

I tried them two times. One time they had been useless and the second time they performed average. It was a squad of three. They killed some infantry but not enougth to earn their points. But this was befor they got the biocorrosive ammo. I will give them another try with it.

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