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I think you’ve touched appropriately on the fact that Magi/Domini are particularly useful for specific buffs via Cyberthrurgy or utilising Battlesmith, so most shooting upgrades are unlikely to be all that worthwhile. Therefore, anything that keeps them alive longer (especially if you were to play a Cybernetica Cohort) is worthwhile, and probably gear towards the combat specialism as you have for support and general utility. I really like your Archmagos - and my Domini tend to be cheaper versions too, normally with Abeyants and Machinator arrays. You will just want to make sure they are manoeuvrable if they are accompanying Thallax/Ursarax, so they aren’t slowing them down!

 

Be great to see a sample list in due course :)

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Well based on my built Thallax and Ursarax I have come up with the following list.

 

 

Archmagos Prime Malagra 265p

Cyber-familiar, Jet Pack, Abeyant, Master Crafted Paragon blade, Power fist, Phased Plasma-Fusil

or

Archmagos Prime Malagra 265p

Cyber-familiar, Jet Pack, Abeyant, Djin-skein, Paragon blade, Power fist

 

 

Thallax Cohort 145p

3 Thallax, 1 Irad-Clenser

 

Thallax Cohort 150p

3 Thallax, 1 Multi-melta

 

Thallax Cohort 160p

3 Thallax, 1 Photon Thrusters

 

Thallax Cohort 275p

6 Thallax, 2 Phased Plasma-Fusil

 

Ursarax Cohort 505p

9 Ursarax, 3 with Power Fists

 

Total: 1500p

 

Which of the two Archmagos options seems better? In both cases he would probably start the game attached to the unit of 6 Thallax. And leave it the turn I anticipated that he would charge into a unit (or the entire unit just charges in).

 

The Djin-skein could add a lot of flexibility as the smaller Thallax units could then deepstrike in when and where I needed them as long as I position the ArchMagos in the right place. The +1 BS could also be useful for both the Plasma Thallax and the Photon Thallax. I briefly consider Archimandrite instead of Malagra for the extra flexibility in setting up deepstrikes but that seemed like an expensive option for only using half the rules as I have no vehicles in this list.

 

The other version just hits more often in combat and has 3 plasma shots as well.

 

Alternatively the Archmagos could be Myrmidax with 2 Plasmas or 2 Photons. Which is a lot of fire power but it does not fit as well with the conversion concept I had in mind for the Magos of this particular style list. I am also already working on the concept for the conversion that will be the Myrmidax Archmagos mentioned in my last post.

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  • 2 months later...
  • 3 weeks later...

I'm trying to finalise a cybernetica list at the moment for an event in Derby. I've narrowed it down to two lists and thought I'd ask for some advice as to what one would work better for a narrative event. Aside from the Vultarax, I've got models for everything else in the lists.

 

I posted this up on Facebook as well, I'm leaning more towards the second list as it's more robot bodies to plod forwards.

 

The vultarax and angry scanners are there to deal with my perfectly rational phobia of flare shielded/armoured ceramics Spartans and javelin respectively.

 

++ Crusade (Mechanicum: Taghmata Army List) [3000pts] ++

 

+ HQ +

 

Archmagos Dominus [230pts]: Abeyant, Augury Scanner, Cyber-familiar, Machinator Array, Melta Bombs, Power Weapon, Volkite Serpentia

 

Magos Dominus [145pts]: Abeyant, Augury Scanner, Cyber-familiar, Laspistol, Machinator Array, Power axe

 

Magos Dominus [145pts]: Abeyant, Augury Scanner, Cyber-familiar, Laspistol, Machinator Array, Power axe

 

+ Troops +

 

Adsecularis Covenant [235pts]: Carapace Armour, Las-lock, 20x Tech-thrall, The Rite of Pure Thought, Triaros Armoured Conveyor

 

Adsecularis Covenant [235pts]: Carapace Armour, Las-lock, 20x Tech-thrall, The Rite of Pure Thought, Triaros Armoured Conveyor

 

Castellax Class Battle-Automata Maniple [280pts]: Enhanced Targeting Arrays

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

 

Castellax Class Battle-Automata Maniple [280pts]: Enhanced Targeting Arrays

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

 

Castellax Class Battle-Automata Maniple [280pts]: Enhanced Targeting Arrays

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

 

+ Fast Attack +

 

Arlatax Class Battle-automata Maniple [555pts]

. Arlatax: Arc Scourge

. Arlatax: Arc Scourge

. Arlatax: Arc Scourge

 

Vultarax Stratos-automata Maniple [350pts]: Vultarax Stratos-automata, Vultarax Stratos-automata

 

+ Heavy Support +

 

Thanatar Class Siege-automata Maniple [265pts]: Enhanced Targeting Array, Thanatar Class Siege-automata

 

+ Allegiance +

 

Allegiance: Traitor

 

Legio: Legio Cybernetica

 

++ Total: [3000pts] ++

 

And list two

 

++ Crusade (Mechanicum: Taghmata Army List) [3000pts] ++

 

+ HQ +

 

Archmagos Dominus [230pts]: Abeyant, Augury Scanner, Cyber-familiar, Machinator Array, Melta Bombs, Power Weapon, Volkite Serpentia

 

Magos Dominus [145pts]: Abeyant, Augury Scanner, Cyber-familiar, Laspistol, Machinator Array, Power axe

 

Magos Dominus [145pts]: Abeyant, Augury Scanner, Cyber-familiar, Laspistol, Machinator Array, Power axe

 

+ Troops +

 

Adsecularis Covenant [220pts]: Carapace Armour, Las-lock, 15x Tech-thrall, The Rite of Pure Thought, Triaros Armoured Conveyor

 

Adsecularis Covenant [220pts]: Carapace Armour, Las-lock, 15x Tech-thrall, The Rite of Pure Thought, Triaros Armoured Conveyor

 

Castellax Class Battle-Automata Maniple [480pts]: Enhanced Targeting Arrays

. Castellax class Battle-automata: 2x Bolter, Mauler Bolt Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Mauler Bolt Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Mauler Bolt Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Mauler Bolt Cannon, Shock Chargers

 

Castellax Class Battle-Automata Maniple [280pts]: Enhanced Targeting Arrays

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

 

Castellax Class Battle-Automata Maniple [280pts]: Enhanced Targeting Arrays

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

 

Castellax Class Battle-Automata Maniple [280pts]: Enhanced Targeting Arrays

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

. Castellax class Battle-automata: 2x Bolter, Darkfire Cannon, Shock Chargers

 

+ Fast Attack +

 

Arlatax Class Battle-automata Maniple [370pts]

. Arlatax: Arc Scourge

. Arlatax: Arc Scourge

 

Vultarax Stratos-automata Maniple [350pts]: Vultarax Stratos-automata, Vultarax Stratos-automata

 

+ Allegiance +

 

Allegiance: Traitor

 

Legio: Legio Cybernetica

 

++ Total: [3000pts] ++

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  • 2 weeks later...

I think I'd be tempted to lean towards the second too Rabidbunneh, although I do like the inclusion of the Thanatar just for robot-sized variety in the first list! I think it's a relatively fair trade for two Castellax with Darkfires, and to bulk the unit I'm guessing would act as a retinue for the Archmagos? The Arlataxes would certainly be fun to play with too! Be good to hear how you get on - narrative events are always really good fun.

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Plenty of time!

 

I really like the Arlatax (and indeed, Scoria's Homonculex) - but I tend to find with things like that, I'm worried about losing them - so don't commit as early as I should (Scoria included!). I think appropriately choosing those targets and picking those battles, as you suggest, is the best way to get the most out of them.

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  • 3 weeks later...

So I'm just looking through lists now for an upcoming event which'll require three lists, at 1000pts, 2500pts, and 4000pts, and it has so far been quite fun to see what I can fit in! There are some nifty rules relating to the smaller list, particularly around the narrative element - so I've gone for something like a  forge protection force, centering around the creation of an Arlatax, which I hope is suitably thematic, and a nice combo of things. Would welcome any thought on the forces below (Taghmata, and then Cybernetica)!
 
1k List

Magos Dominus with Master-Crafted Power Axe, Machinator Array, Abeyant and Cyber Familiar – 145pts
18 Tech Thralls with the Rite of Pure Thought – 74pts
18 Tech Thralls with the Rite of Pure Thought – 74pts
5 Thallax with Ferrox Upgrade – 240pts
6 Thallax with Ferrox Upgrade – 280pts
Arlatax with Arc Scourge – 185pts
998pts

 
2.5k List
Scoria on Abeyant – 315pts
Magos Dominus with Power Axe, Augury Scanner, Machinator Array, Abeyant and Cyber Familiar – 145pts
4 Castellax with Enhanced Targeting Arrays, Frag Grenades, Dark Fire Cannons – 580pts
4 Castellax with Enhanced Targeting Arrays, 3 x Flamers, Mauler Bolt Cannons – 510pts
20 Tech Thralls with the Rite of Pure Thought – 80pts
20 Tech Thralls with the Rite of Pure Thought – 80pts
Homonculex – 175pts
Vulturax – 175pts
Vulturax – 175pts
Thanatar with Enhanced Targeting Array – 265pts
2500pts

 
4k List
Scoria on Abeyant – 315pts
Magos Dominus with Power Axe, Augury Scanner, Machinator Array, Abeyant and Cyber Familiar – 145pts
Magos Dominus with Power Axe, Augury Scanner, Machinator Array, Abeyant and Cyber Familiar – 145pts
4 Castellax with Enhanced Targeting Arrays, Dark Fire Cannons – 560pts
4 Castellax with Enhanced Targeting Arrays, 3 x Flamers, Mauler Bolt Cannons – 510pts
20 Tech Thralls with the Rite of Pure Thought – 80pts
20 Tech Thralls with the Rite of Pure Thought – 80pts
6 Thallax with Ferrox Upgrade – 280pts
6 Thallax – 255pts [Would ideally get Ferrox on these too!]
Homonculex – 175pts
Vulturax – 175pts
Vulturax – 175pts
Krios Battle Tank Squadron – both with Extra Armour – 310pts
2 Thanatars with Enhanced Targeting Arrays – 530pts
Thanatar with Enhanced Targeting Array – 265pts
4000pts

 

Thanks in advance for thoughts generally: I think I've got some reasonable balance and synergy, and a nice range of scoring units too. Really looking forward to the event now!

 

*Edit - typo correction.

Edited by Chaeron
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  • 2 weeks later...

Was the 4k list used this weekend? I've never had any luck with my Thanatar, I guess 3 are brutal to play against.

 

Three 1k games, two 2.5k games, and two 4k games - which was great! I'll have a more thorough write-up in the next few days (with some photos etc.) for general thoughts.

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Can't wait to see that Chaeron. Bulbafist I'll post it up in here as well then.

 

 

Please do! Great to compare data!

 

Excited to see what you both ran!

 

I was looking through the pics on Facebook - which Mechanicum armies were yours?

I actually stuck with the lists above, so that may help narrow it down ;) Will get that all sorted in the next couple of days.

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I posted in the Mechanicum group on Thursday, pics are a bit crap but this was my army;

 

++ Xana II PROJECT ++SUM++ Acquisition force ++

 

HQ - Ellison Vael's Cabal

 

Archmagos Dominus Ellison Vael:

Abeyant, Augury Scanner, Cyber-familiar, Machinator Array, Melta Bombs, Power Weapon, Volkite Serpentia; 230

 

Magos Dominus Thule Gorrister: Abeyant, Augury Scanner, Cyber-familiar, Laspistol, Machinator Array, Power axe; 145

 

Magos Dominus Kod Minh; Abeyant, Augury Scanner, Cyber-familiar, Laspistol, Machinator Array, Power axe; 145

 

+ Troops +

 

Castellax Class Battle-Automata Maniple Alpha-Xi:

4xCastellax: 2 Boltguns each, Power Blades, Mauler Bolt Cannons, enhanced targeting arrays; 520

 

Castellax Class Battle-Automata Maniple Beta-Phi:

2 Castellax: 2 boltguns each, shock chargers, Darkfire Cannons, Enhanced Targeting Arrays; 280

 

Castellax Class Battle-Automata Maniple Gamma-Sigma:

2 Castellax: 2 boltguns each, shock chargers, Darkfire Cannons, Enhanced Targeting Arrays; 280

 

Castellax Class Battle-Automata Maniple Epsilon-Mu:

2 Castellax: 2 boltguns each, shock chargers, Darkfire Cannons, Enhanced Targeting Arrays; 280

 

3 Thallax: 3x Heavy Chainblade, Melta bombs, Photon Thruster; 190

 

3 Thallax: 3x Heavy Chainblade, Melta bombs, Photon Thruster; 190

 

+ Fast Attack +

 

Arlatax Class Battle-automata Maniple Iota-Omega:

.2 Arlatax: Arc Scourges; 370

 

Vultarax Stratos-automata Maniple Nu-Zeta:

Vultarax Stratos-automata; 175

 

Vultarax Stratos-automata Maniple Lambda-Rho:

Vultarax Stratos-automata; 175

 

Total: 2980

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  • 1 month later...

So I've managed to get round to writing up a report from the narrative campaign weekend, which you can find in my project log, replete with lots of pictures for your perusal!

 

However, I've saved a few thoughts from the 'tactical' side for this thread - for general discussion, particularly around the lists and general army composition. You can find the lists I used above (I'm pretty sure I didn't tweak them further before the event!) - and I'll break down briefly list by list as a way of structuring those thoughts and the potential discussion thereafter. So, those initial thoughts are something along the lines of:

 

++1000pts List ++

 

I really enjoyed playing with this list, but it definitely struggled against Custodes (mostly due to the AP, and high number of wounds, generally - but I think that'd be similar with most builds at this cost for Mechanicum). My general thought would be that the higher the points level, the more competitive we can be - however, I think even this very themed build did perform well (a rogue Magos and his pet, the Arlatax, and the Thallax/Thralls to protect them both).

 

The beauty was having so many scoring units, which in larger games with Legio Cybernetica we often have to forsake, and the Thallax match up nicely against general marines in quite a fair way. With hindsight, I think the Arlatax didn't do enough - nor the Magos, as I think I was overly cautious with them both given their cost. I think cutting down the HQ cost, and reinvesting those points potentially into Castellax might be more productive. 

 

The Thralls continued to perform admirably - and work really effectively at this level as a great speed-bump, or holding unit. It's a lot of bodies to chew through, especially with fewer big options to deal with them at this points limit. Not often you might outnumber an opponent with a Mechanicum force!

 

For future, I'm looking forward to seeing if we can get some Vorax in - which totally fit this theme, and would be great fun to play with!

 

++2500pts List ++

 

This strikes me as a nice balanced force, which generally performed well - but still suffers from the inevitable lack of scoring options. I think I'd consider not utilising the Homonculex (which is great for the purposes of fluff!) to fit in additional troops to help counter-act this. I think, beyond that, it has a good synergy - both in terms of anti-armour and anti-troop capability, and is versatile enough to take on most lists and stand a chance at being victorious in the mission. 

 

The biggest issue was the sheer volume of armour in the first game I used this in - and with the benefit of hindsight, targeting the Rhinos as part of the end-game might have helped prevent them seizing objectives late on (but still not enough to win, irrespective). I think against most armies, it'd be more than enough though, so I don't think I would want to adjust this drastically.

 

The only (regrettable!) thing would be that I was overly cautious with Scoria: I think it would've been better to really try to test him in combat, especially given his capabilities with what he's likely to face at this points level, but I was wary of needing to remove the vehicles first to get to the infantry inside. For future, I think I'll go for a more aggressive approach with his play, and just try to match him up appropriately (although, for obvious reasons, I didn't want anything to do with Valdor!).

 

++4000pts List ++

 

I really enjoyed playing at this level, perhaps because of all the toys I could bring (Venators and Thanatars!). It was the first time I'd used the Venators, and they were very effective - both in terms of anti-tank and heavy-infantry, and would be something I'd think to try and run more regularly.

 

Having more Troops choices was definitely a bonus, especially as I really did work to fill up as many slots as possible across the force organisation chart. In the larger games, the Thralls did as they always do - but I was also conscious not to waste them - which is difficult given their relatively expendable nature! Striking that balance is hard... I was worried that the Thallax would draw more attention, but thankfully - there were lots of other threats for my opponents to prioritise, which helps.

 

Scoria, again - was regrettably underused - and is something I will look to rectify in future! Having him destroyed outright by a D-Weapon in the first game was pretty cinematic though! 

 

Oddly, whilst this has a whole load of anti-armour, there are points where I felt it wasn't enough when faced with high armour valued vehicles: I don't know if there's a particular way to fix that, but it was something I became conscious of when facing the Mastodon, and when I couldn't rely on the Darkfire Cannons as I might otherwise normally do.

 

At this level, I'd also be tempted to try and squeeze in something to help bolster the combat potential of the Castellax: if they're not charging, it does take quite awhile to otherwise work through what is normally a good combat orientated squad going against them. I'd have to look at options, but I think this might complement their general survivability, as well as their output when they do eventually clash at close quarters.

 

Anyway, would welcome thoughts on the lists generally and thoughts for future - I think I'll continue to refine these builds, as they did me well - and probably it's the smaller list that could do with the most work (although, that may just be because it was against Custodes). I think mixing that up more with other themed elements, and to help diversify that play-style, would be a really intriguing option. Let me know what you think!

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So, I'd played them once before (when they were first released), and struggled to deal with them (admittedly, using a non-optimised Death Guard list against a solid list!). Being able to face them with Mechanicum still felt difficult, because I didn't have enough low AP stuff in my smaller list to really counteract and damage multi-wound models, whereas everything basically ignored my save :laugh.:

 

Now, scaling up to the larger game, this was definitely a better match up - but this was helped in part by the mission and table set-up (Hammer and Anvil) - meaning I was able to keep firing for as long as possible (with tactical walking backwards, naturally...), and whittle away at things. The downside of Custodes is the relative lack of transports, so whilst they have some speedier options, there's still a reasonable amount of footslogging to be done. I think had we been closer, and forced into combat, this might've been all the more challenging - although I think I could have maneuvered a charge (rather than receiving one) which too would've been preferable. 

 

I'd definitely have to play them more at a variety of levels, but I'm thinking that it may tip more in our favour the higher the points level goes - although more Strength 10 stuff is really what you'd want to deal with them (which we don't really have an abundance of). More multi-wound, high toughness creatures - and indeed vehicles, would no doubt offer them a greater logistical challenge than a typical Marine/Terminator/Thallax etc. equivalent match up.

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So, I'd played them once before (when they were first released), and struggled to deal with them (admittedly, using a non-optimised Death Guard list against a solid list!). Being able to face them with Mechanicum still felt difficult, because I didn't have enough low AP stuff in my smaller list to really counteract and damage multi-wound models, whereas everything basically ignored my save :laugh.:

 

Now, scaling up to the larger game, this was definitely a better match up - but this was helped in part by the mission and table set-up (Hammer and Anvil) - meaning I was able to keep firing for as long as possible (with tactical walking backwards, naturally...), and whittle away at things. The downside of Custodes is the relative lack of transports, so whilst they have some speedier options, there's still a reasonable amount of footslogging to be done. I think had we been closer, and forced into combat, this might've been all the more challenging - although I think I could have maneuvered a charge (rather than receiving one) which too would've been preferable.

 

I'd definitely have to play them more at a variety of levels, but I'm thinking that it may tip more in our favour the higher the points level goes - although more Strength 10 stuff is really what you'd want to deal with them (which we don't really have an abundance of). More multi-wound, high toughness creatures - and indeed vehicles, would no doubt offer them a greater logistical challenge than a typical Marine/Terminator/Thallax etc. equivalent match up.

Mechanicum definitely struggles a bit with custodes especially cybernetica. Reductor on the other hand has so many ap2 s10 things to throw around it's a field day.

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So, I'd played them once before (when they were first released), and struggled to deal with them (admittedly, using a non-optimised Death Guard list against a solid list!). Being able to face them with Mechanicum still felt difficult, because I didn't have enough low AP stuff in my smaller list to really counteract and damage multi-wound models, whereas everything basically ignored my save :laugh.:

 

Now, scaling up to the larger game, this was definitely a better match up - but this was helped in part by the mission and table set-up (Hammer and Anvil) - meaning I was able to keep firing for as long as possible (with tactical walking backwards, naturally...), and whittle away at things. The downside of Custodes is the relative lack of transports, so whilst they have some speedier options, there's still a reasonable amount of footslogging to be done. I think had we been closer, and forced into combat, this might've been all the more challenging - although I think I could have maneuvered a charge (rather than receiving one) which too would've been preferable.

 

I'd definitely have to play them more at a variety of levels, but I'm thinking that it may tip more in our favour the higher the points level goes - although more Strength 10 stuff is really what you'd want to deal with them (which we don't really have an abundance of). More multi-wound, high toughness creatures - and indeed vehicles, would no doubt offer them a greater logistical challenge than a typical Marine/Terminator/Thallax etc. equivalent match up.

Mechanicum definitely struggles a bit with custodes especially cybernetica. Reductor on the other hand has so many ap2 s10 things to throw around it's a field day.

 

 

True! Certain Reductor builds could definitely be putting out enough of those templates to really worry a Custodes player. I suppose the only issue again being that assuming you're taking Thallax as Troops, they still suffer from the same issue as I found for the purposes of scoring. I'd be tempted to Deep Strike them (but out of harms way), or attempt to hide them whilst the heavier aspects did their work!

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Thanks, thats what I was a bit concerned about, it looks like it'll be an uphill struggle for my robots then.

 

Yeah, while they won't be wounding too often (only S5) massed Adrathic weapons can really do a number on bots, all being AP2 & instant death.

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Thanks, thats what I was a bit concerned about, it looks like it'll be an uphill struggle for my robots then.

 

Yeah, while they won't be wounding too often (only S5) massed Adrathic weapons can really do a number on bots, all being AP2 & instant death.

 

 

That said, often enough to really start making a dent even in big units of our larger robots! 

 

I think the key thing from my experience is just keeping them as far away as possible for as long as you can: the challenge being doing that within the confines of a mission and depending on the table and scenery too.

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