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Posted (edited)

I just learned this at the Warhammer Store, which is running a Nachmund Gauntlet Crusade campaign, had to share:

 

  • Start with max-sized unit of 4 Kastelan Robots (keep the fists), lead by a Datasmith
  • As soon as you level up (after your 1st game), give the Datasmith Teleportation Node
  • (Optional: you can take an Enginseer and also give him Teleportation Node to go with)
  • Now you have a bunch of Deep Striking Kastelan Robots, which is terrifying
  • After that, you can apply further upgrades to Kastelan to make them more terrifying

 

The idea is giving big stompy robots that are supposed to be slow access to Deep Strike, thus negating that slow speed to let you stomp all up in the backfield.  It's not just 1, it's 4 of them with the Datasmith.  Because of how Crusade works, after your 1st game you practically auto-upgrade your Datasmith with Teleportation Node, so now you can Deep Strike his Kastelan Robots (optional Enginseer if you also pick him for that upgrade).  In such campaigns, you want to put upgrades on your toughest, most survivable units to get max value on them, so the Kastelans are a pretty good candidate for that even before they could Deep Strike.

 

It happens the Nachmund Gauntlet Crusade rules greatly favour Deep Strike (or Jump Pack) units.  Almost every Crusade, we see some breakout unit that, while not remarkable in normal games, can get some funky upgrades that make it a surprise star player.  The ones the guys were talking about was this Deep Striking Kastelan combo.

 

So just sharing, I'm thinking of building an army around this theme, very interesting imho.

Edited by N1SB
28 minutes ago, N1SB said:

negating that slow speed

Important. I have been using Vorax models instead of Kastelans cuz i like the minis better, and my buddy used to let me gain +2" move for -1 T for the weird smaller digitigrade robot vibe. It worked pretty well in 9th, but in 10th I've been using them at the lower Move. Deep-Strike would obviously improve their positioning flexibillity, though I've also considered going back to 2x2 just in reserves for sneaky Rapid Ingress or just general flank pushing. The 4 I use always seem to have a good impact on the game and on enemy decision-making though... Among 'obvious push pieces' they are indeed more resilient than most, and can push damage well enough if asked, but dividing them up might get me to a more total cagey MSU vibe, especially if they start off the table.

 

We don't play Crusade... Probably should!

 

Cheers,

 

The Good Doctor.

I do not like the wording « join » for the engineseer, as he cannot join kastellans but rather walk as a Lone operative at 3’´ distance. If I remember well and if there is no rule adjustment in Any balance dataslate… So the Seer cannot teleport latter. Still an interesting idea but less uberperforming

10 minutes ago, Bouargh said:

I do not like the wording « join » for the engineseer, as he cannot join kastellans but rather walk as a Lone operative at 3’´ distance. If I remember well and if there is no rule adjustment in Any balance dataslate… So the Seer cannot teleport latter. Still an interesting idea but less uberperforming

 

So did a little checking, to get the enginseer to join the jump bots he will need the Teleportation Node battle trait as well. 

It's doable, but does require one more trait then in the OP.

1 minute ago, Focslain said:

 

So did a little checking, to get the enginseer to join the jump bots he will need the Teleportation Node battle trait as well. 

Indeed. To follow the big boyz you need twice the trait. 

Thanks for checking that the Enginseer would also have to take the upgrade.  I had asked about that as I was wondering, too.  The Mechanicus player, a good guy, almost certainly did everything legit, and probably told his opponents, but all anyone heard was "oh my cog Deep Striking Robots" and didn't listen to the details.

 

Knowing everyone here is also a good guy, I fixed the original post to include that detail.

 

And even then, the Enginseer wasn't the biggest buff.  This again is what I heard 2nd-hand, but when he did his 2nd upgrade, he went for a +2 Wounds that applied to each of his 4 Robots, so that's +8 Wounds on a high Toughness body.  That might be a Vehicles Crusade upgrade, I'll double-check.

 

But the more we discuss it, the more I think about it, the more attractive this seems...because I can maybe teleport another 4 Kastelan instead.

15 hours ago, Dr. Clock said:

We don't play Crusade... Probably should!

 

I'll just share what prompted Crusade in our meta/Warhammer Store.  Our redshirt just likes team-based stuff, I think, people to play together as well as against each other.  There's not much co-op games in Warhammer, but it happens Crusades usually divides stuff by factions (usually Imperial, whatever the Big Bad is at the time, then Others).

 

When we got playing, it pretty much became making our own signature custom units.  Nobody is out to be overpowered, but it was like creating our equivalent of the Ultramarines' Tyrannic War Veterans, just something that has a little bit extra flavour.  I guess The Hobby is about making Our Own Thing, nothing exemplifies that like Crusade.

 

And I posted this because Teleporting Kastelan Robots are so like that.  This is just so interesting.

The +2 wounds to models in the unit is a battle trait from the Gauntlet book. It's part of the vehicle/monster table.

 

My only issue with the set up is that your looking at 450 pts for this block (4 bots, smith and seer) so that is almost half your starting roster or will cost you 2-3 RP to fit. Though with how heavy these things can hit, that is almost the equivalent of bringing a questoris knight with Mysterious Guardian (same ability as the teleportation node, but only once per game). The unit also has about the same foot print as well. 

 

Just be careful cause that is a bit of points to sink. Also the enginseer will lose his LO dropping that close to the enemy with I'm guessing he was being used as a heal/buff bot. 

It's a neat idea, just a costly one.

I've slept on it and I think I thoroughly agree with Brother Focslain.

 

Consider just the main bit, a Datasmith with Teleportation Node leading 4 Kastelan Robots, melee.  Just under 400 pts.  You already achieve what want with just 1 unit with 1 Crusade upgrade for that 1 gimmick.  Probably best served with just 1, the rest of the army should be what you'd normally take.

 

That's already more expensive than the C'tan Nightbringer, which has been going up in points cost through 10th.

 

Still!  Fun breakout unit, a favourite frenemy in the current Nachmund Gauntlet campaign.

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