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2500 Auxilia Myrmidax


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Well since Myrmidons have always been one of if not my favorite models in the heresy, I decided to see if I could form a list revolving around the obscene firepower they can bring to the table. How do you think I can improve the list? How do you think yours would fair against it?

 

 

++ The Age of Darkness (Mechanicum: Taghmata Army List) [2500pts] ++

 

+ HQ +

 

Magos Prime [295pts]: Archmagos Prime, Augury Scanner, Cyber-familiar, Djinn-skein, Graviton Imploder, Infravisor, Mastercraft a single weapon, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

Magos Prime [210pts]: Augury Scanner, Cyber-familiar, Infravisor, Mastercraft a single weapon, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

Magos Prime [210pts]: Augury Scanner, Cyber-familiar, Infravisor, Mastercraft a single weapon, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

+ Troops +

 

Thallax Cohort [160pts]: Empyrite, Multi-melta, 3x Thallax

 

Thallax Cohort [160pts]: Empyrite, Multi-melta, 3x Thallax

 

Thallax Cohort [160pts]: Empyrite, Multi-melta, 3x Thallax

 

+ Heavy Support +

 

Myrmidon Destructors [405pts]: 5x Myrmidon Destructor, 5x Volkite Culverin

·· Myrmidon Lord: Volkite Culverin

 

Myrmidon Destructors [405pts]: 5x Myrmidon Destructor, 5x Volkite Culverin

·· Myrmidon Lord: Volkite Culverin

 

+ Legion +

 

Legio: Taghmata Omnissiah

 

+ Lords of War +

 

Acastus Knight Porphyrion [495pts]

·· Exchange Ironstorm missiles for:: Helios defence missiles

 

++ Total: [2500pts] ++

 

Created with BattleScribe

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what is your plan? Will you run those magos alone? Or will you stick them into the thallaxii? If so you should give them jet pack. Otherwise they would break the thallaxii out.

Oh right I probably should have mentioned that. The thallax are just there to deepstrike on objectives or behind vehicles that didn't take ceramite. I'll either run them solo or squeeze them into one of the Myrmidon teams depending on the opponent.

 

It's just a straight janky gunline list that I've been playing with at work. Another option is to stop the knight for a third myrmidon team in a transport with imploders but I figured the knight is a good supplement to kill heavy threats and also draw attention from the destroyers.

PRO:  Looks frightening for sure.

CON:  Looks boring for sure.

 

Though I actually really like the list somehow, but playing against it is potentially not much fun.

I'd probably just focus on taking out your scoring units, followed by your warlord.

PRO: Looks frightening for sure.

CON: Looks boring for sure.

 

Though I actually really like the list somehow, but playing against it is potentially not much fun.

I'd probably just focus on taking out your scoring units, followed by your warlord.

Well that's gunline builds for you. Myrmidons aren't particularly good at the combat side of things. Even sectutors are pretty pathetic in combat.

 

Another more fluid option I'm thinking is to give the magos jetpacks and shove them in the thallax cohorts. It turns my scoring units into extra wounds for my leaders rather than objective grabbers though.

 

How would you go about changing it?

Isn't Empyrite upgrade for Thallax the one that gives them deepstrike? If it is, why do you have it at all? Jetpacks can DS without Empyrite, it just gives them teleportation DS for Zone Mortalis. Destructor would be better with those multi-meltas.

Oh :cuss! I completely forgot about that. Ok here's a marginally changed list that gets more mileage out of the troops.

 

 

++ The Age of Darkness (Mechanicum: Taghmata Army List) [2500pts] ++

 

+ HQ +

 

Magos Prime [265pts]: Archmagos Prime, Augury Scanner, Cyber-familiar, Infravisor, Jet Pack, Mastercraft a single weapon, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

Magos Prime [225pts]: Augury Scanner, Cyber-familiar, Jet Pack, Mastercraft a single weapon, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

Magos Prime [225pts]: Augury Scanner, Cyber-familiar, Jet Pack, Mastercraft a single weapon, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

+ Troops +

 

Thallax Cohort [160pts]: Photon Thruster, 3x Thallax

 

Thallax Cohort [160pts]: Photon Thruster, 3x Thallax

 

Thallax Cohort [160pts]: Photon Thruster, 3x Thallax

 

+ Heavy Support +

 

Myrmidon Destructors [405pts]: 5x Myrmidon Destructor, 5x Volkite Culverin

·· Myrmidon Lord: Volkite Culverin

 

Myrmidon Destructors [405pts]: 5x Myrmidon Destructor, 5x Volkite Culverin

·· Myrmidon Lord: Volkite Culverin

 

+ Legion +

 

Legio: Taghmata Omnissiah

 

+ Lords of War +

 

Acastus Knight Porphyrion [495pts]

·· Exchange Ironstorm missiles for:: Helios defence missiles

 

++ Total: [2500pts] ++

 

Created with BattleScribe

 

I couldn't squeeze the points for the tank hunters upgrade on the thallax without removing useful upgrades on the magos. I suppose I could downgrade the knight to an atrapos or something.

Is there a reason for spamming Magoses (?), other than fluff reasons? If its for fluff, then go for it, but if not, i suggest drop 1 or even 2 and get something else. They are beasts, but the list could really use a pair of Krios Venators or even automata, if your fluff allows that. Or you could drop a Magos, get some close range weapons (preferably grav imploders) on the second Myrmidon squad and stuff them and the Archmagos into a Macrocarid or Triaros. It would break the dullness a bit and would be quite painful.

 

I've never played Mechanicum or even Heresy at all so take this with a pinch of salt :)

Is there a reason for spamming Magoses (?), other than fluff reasons? If its for fluff, then go for it, but if not, i suggest drop 1 or even 2 and get something else. They are beasts, but the list could really use a pair of Krios Venators or even automata, if your fluff allows that. Or you could drop a Magos, get some close range weapons (preferably grav imploders) on the second Myrmidon squad and stuff them and the Archmagos into a Macrocarid or Triaros. It would break the dullness a bit and would be quite painful.

I've never played Mechanicum or even Heresy at all so take this with a pinch of salt smile.png

Honestly there really isn't a reason other than fluff and the insane firepower the list brings. I don't see robot being significantly more effective as a gunline, but I have though about reducing to one squad to make room for some tanks. Either that or drop the Knight, since its hard to find a better replacement for so many long-ranged shots that are almost ALWAYS going to hit and wound in this T4 meta.

I personally would drop one or both magos. Give the thallax tankhunter. And change one descructor squad to grav/irad mix in a triaros or macro.

Downgrade the knight or just drop it and get some dual grav secutors in a triaros or macro

I too love myrmidons. I have 25

I think secutors are cool, but they REALLY suck. They are less viable than destructors at all ranges of combat, in exchange for being slightly better in a melee. The list is meant to gunline, and it really can't get much better at that unless I drop the Magos for Krios Venators and sneak a few photon guns into the destructor squads. This would probably happen if I actually tried to build the army IRL, but that wouldn't happen anyway unless FW came out with some actual weapon options for the Myrmidons.

That said I'm probably going to build a model for the Archmagos Myrmidax anyway. I have this vision in my head for a fairly unassuming-looking techpriest with two huge floating gun-pontoons on either side. I'm looking into model options for the bast as we speak. I have plastic cataphractii and tartaros bits out the wazoo. I'm thinking a tartaros chest, some kind of robed base for the legs, and possibly some bashing from the new dwarves in AoS for the weapon mounts. IDK but the guy looks cool in my head haha.

I fiddled with it again at work and came up with something a bit more streamlined. It is sacrificing a slight amount of fluffyness for strength on the table, but I can't take sectutors as troops so here we are.

 

 

++ The Age of Darkness (Mechanicum: Taghmata Army List) [2500pts] ++

 

+ HQ +

 

Magos Prime [275pts]: Archmagos Prime, Cyber-familiar, Djinn-skein, Jet Pack, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

+ Troops +

 

Thallax Cohort [320pts]: Destructor, 2x Photon Thruster, 6x Thallax

 

Thallax Cohort [300pts]: Destructor, 2x Multi-melta, 6x Thallax

 

Thallax Cohort [300pts]: Destructor, 2x Multi-melta, 6x Thallax

 

+ Heavy Support +

 

Myrmidon Destructors [405pts]: 5x Myrmidon Destructor, 5x Volkite Culverin

·· Myrmidon Lord: Volkite Culverin

 

Myrmidon Destructors [405pts]: 5x Myrmidon Destructor, 5x Volkite Culverin

·· Myrmidon Lord: Volkite Culverin

 

+ Lords of War +

 

Acastus Knight Porphyrion [495pts]

·· Exchange Ironstorm missiles for:: Helios defence missiles

 

+ Allegiance +

 

Allegiance: Loyalist

 

++ Total: [2500pts] ++

 

Created with BattleScribe

Can't help it but it seems still pretty bland. I would drop a squad of Thallax and maybe even the knight. Yes, it is powerful and provides some nice anti tank capabilites, which I think you need, but it also takes so much points away.

I mean, by all means, keep it if you like it or have a reason to keep it but you could take something else, even if it is just to break the blandness of the list.

Haha it can't be helped. Since my gaming community is fairly competitive I always have to think in the context of 'how will this handle X, or stop Y.' Especially since if I ever wanted to build the list irl I sure as hell wouldn't want to blow 600+ bucks on a list that gets rolled over every time I put it down.

 

But that said I kinda knew a list built around Myrmidons would have to work this way to still be successful on the table. As you say, bland, but deadly!

I think the knight is fine the porphyrion just is a very good unit unfortunate you can't fit it with lascannons as that would take it to 515.

 

I think reductor probably is better the hq choice is worth but the ignored terrain really helps your jump thallax from taking dumb wounds.

 

You probably want the plasma on those multi melta thallax and can drop destructor as you lack some good marine mulching abilities.

 

Otherwise myrmidons are good but very expensive and I don't know If they are worth it for culverins. Photon thrusters and other such fit them much better most times as they delete everything.

 

Tweaking it around you could land up with a decent force the only issue now is you are elite as custodes but not as survivable or punchy which kind of hurts you.

So I did some more lore research and figured that a scion of an atrapos is more likely to be chilling with the Myrmidons. I also figured if I ever built an army based on the myrm's I'd always have to sacrifice a bit of competitiveness anyways, so let's see where this takes me.

 

I want two magos to buzz around with the thallax, and I want an excuse to run a macrocarid, without completely removing the volkite murderblob. I'm now looking into what bits to pick up to kitbash the Archmagos.

 

 

++ The Age of Darkness (Mechanicum: Taghmata Army List) [2500pts] ++

 

+ HQ +

 

Magos Prime [280pts]: Archmagos Prime, Augury Scanner, Cyber-familiar, Djinn-skein, Jet Pack, Myrmidax, 2x Photon Thruster, Power axe, Volkite serpenta

 

Magos Prime [185pts]: Augury Scanner, Jet Pack, Myrmidax, 2x Phased Plasma-fusil, Power axe, Volkite serpenta

 

+ Troops +

 

Thallax Cohort [320pts]: Destructor, 2x Photon Thruster, 6x Thallax

 

Thallax Cohort [290pts]: Destructor, 2x Phase Plasma-fusil, 6x Thallax

 

+ Heavy Support +

 

Macrocarid Explorator [345pts]: Armoured Ceramite, Dozer Blade, Explorator Augury Web, Flare Shield, Twin-linked Phased-Plasma Fusil, Two irradiation engines

 

Myrmidon Destructors [240pts]: 2x Graviton Imploder, 2x Myrmidon Destructor

·· Myrmidon Lord: Graviton Imploder

 

Myrmidon Destructors [405pts]: 5x Myrmidon Destructor, 5x Volkite Culverin

·· Myrmidon Lord: Volkite Culverin

 

+ Lords of War +

 

Cerastus Knight-Atrapos [435pts]: Lascutter, Singularity Cannon

 

+ Allegiance +

 

Allegiance: Loyalist

 

++ Total: [2500pts] ++

 

Created with BattleScribe

  • 4 weeks later...

Couple of things

 

I'd drop the second Magos Prime, for two reasons. Firstly, Taghmata don't need multiple HQ's to be effective (Cybernetica does, Reductor sorta does). Secondly, you can't take multiple Myrmidax, you can only have one in your list. Each Magos Prime needs a different Arcana. If you're deadset on taking two Primes, make the Arch-Magos Prime a Malagra. 

 

Also, I'd radically change the loadout on your Arch-Magos Myrmidax. Djinn-skein is of limited value because all Myrmidons are BS5 anyway, you have no Barrage weapons, and not much Deepstriking. Get rid of the jetpack as well, you'll want to be rolling with one of the Myrmidon squads, take a machinator array instead for extra Toughness, melee attacks and guns (plus you can repair the Macroarid on a 3+). Double photon thruster is extremely expensive, I'd go double grav gun or double melta instead. Also, he has access to chainfist+paragon blade combo, with Hatred you will hit pretty accurately too. 

 

I'd personally drop the Thallax, they eat points you'll wanna spend on more Myrmidons. Two Tech-Thrall units with Pure Thought handle scoring fine and will be ignored mostly. 

 

I'd invest in at least one unit of Secutors with grav guns, and give them a Triaros (or if you still want to take Djinn-skein and go full madman, take an Arvus Lighter in FA and load them into it for a Turn 2 landing). Destructors reliably kill non-vehicle targets, but they can struggle against flare shields (which make photon thrusters do nothing, imploders rely on 6's) and high AV. Grav-Secutors will topple most vehicles quite reliably. They're a good unit to run with your Arch-Myrmidax, because he can add more double grav gun and boost their melee accuracy with Hatred.

 

The Explorator is way too expensive, I'd trip back to bare essentials. Upgrade the turret to a lascannon, take AC, flare shield and dozer blade. That puts you at LR Phobos price, which is quite decent. You're just as survivable but cost nearly 100pts less.

 

I'd change the Destructors to a squad of 3 with photon thrusters, and a squad of 4 with 3x imploder and one rad-engine. I'd also try and get a bunker for the photon thruster guys, as Myrmidons in terrain tend to get wrecked by enemy artillery and high Strength shooting (phosphex also deletes them quite reliably). The bunker usually ends up being too much effort to kill. 

 

My 2.5k War Cult is currently:

 

- Arch-Myrmidax w/chainfist+paragon blade, machinator array, cyber-familiar, augury scanner, 1x cyber-occularis, djinn-skein, rad grenades

- Navigator w/nuncio-vox

- Secutor Lord w/grav-gun+plasma fusil, 3x Secutors w/grav gun+plasma fusil

- Secutor Lord w/grav-gun+plasma fusil, 3x Secutors w/grav gun+plasma fusil

- 10x Tech-Thralls, Pure Thought

- 10x Tech-Thralls, Pure Thought

- Arvus Lighter

- Arvus Lighter

- Destructor Lord w/grav-imploder, 2x Destructors w/grav-imploder, Destructor w/rad-engine, Triaros

- Destructor Lord w/grav-imploder, Destructor w/grav-imploder, Destructor w/rad-engine, Triaros

- Destructor Lord w/photon thruster, 2x Destructors w/photon thruster

- Firestorm Redoubt, 2x quad-Icarus turrets, Comms Relay, Magos Machine Spirit

 

I have a lot of Fliers locally so I kinda need the AA. Otherwise I'd drop it and just get another grav/rad-engine squad in Triaros. 

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