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Tactical Tips for the Benevolent Mechanical Slaughter


RealMirage

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I was thinking we could use a thread to share some tactical tips to our fellow robot enthusiasts that are not obvious at a quick glance through our codex but are pretty powerful when properly applied! Here are some I have been basing my armies around. Obviously correct me if I am wrong.

 

Lucius Teleporting Tanks: Teleportation isn't just for models that want to get closer! As for insurance against the dread first turn alpha, I've found that using the strategem to hide my Onagers in the teleportarium is perfect for negating the enemy's first turn and getting the perfect position to neutron models off the board. Since Onagers don't care about moving there is no penalty to using this strategem with them!

 

Aquire 2+ Invuln Saves Disregard Wounds: The strategem Aquisition at all Costs being utilized with Fulgrite Electro-Priests gives the potential for a 2++ save if the unit is near an objective. It also gives them 3 attacks each meaning it would be suicide to charge them in hand to hand combat. Remember its used at the END of the turn. 

 

Sydonian Electric Rave Party: Sydonian Dragoons get three hits on hit rolls of a 6. With their built in Data-Tether, using the +1/+2 to hit in the Fight phase means they get triple hits on a 4+. Now that they have -1 AP, a single Sydonian is a pretty big threat to most vehicles. The fact they can be taken in units now means you have a very cheap unit (around 180pts for a squadron of three) that can become very deadly in hand to hand and are not easy to take down.

 

Lucius Robo Yoyo: Lucius is perfect for teleporting in 4 Kastelan robots and abusing their 12 inch flamers to hit clumps of infantry that think they are safe. You can also give a datasmith the Lucius relic to then teleport him next to his robo-buddies so that he can switch their protocol next turn. Or use the strategem to switch their protocol into double fire mode. Considering the Kastelans are already in the face of the enemy, the fact that they can never switch out of double fire mode isn't that big of an issue!

Edited by RealMirage
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Nice points! I'll add two fairly well known but good ones to the list -

Stygdonian electric rave party - As above, but take them in a Stygies detachment to effectively make them -2 to hit when the opponent is outside of 12'.

Infiltrathorazine - Take infiltrators in big squads in a Mars detachment. Give them flachette blasters. These things have short range and low S, but pack 5 shots each. Infiltrate the squad for free and pop the "Wrath of Mars" stratagem to bury your opponent under a ton of mortal wounds. If engaged in melee, buff their taser goads with the bonus to hit stratagem to achieve exploding 5s instead of 6s.

The Everyone and Their Dad Combo - everybody have tried this at least once. Belisarius Cawl hangs out with a huge phosphorbot unit, giving them rerolls to hit. Use the stratagem which changes them to shooty protocols in turn 1, and enjoy having potentially over three digits of rerollable S6 hits. Sprinkle with the "Wrath of Mars" stratagem to taste. Invariably served salty.

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Infiltrathorazine. I second this. Used this idea in my last game and although it wasn't statistical I got around 10 metal wounds from 10 man squad. Works even better if you manage to get them in range of cawls 9" bubble.

 

With the dragoons if you time there attack right and do the same with infiltrators then pick chant of the remorseless fist so that the taster goes off of on 4+ rerolling 1's

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Infiltrathorazine. I second this. Used this idea in my last game and although it wasn't statistical I got around 10 metal wounds from 10 man squad. Works even better if you manage to get them in range of cawls 9" bubble.

 

With the dragoons if you time there attack right and do the same with infiltrators then pick chant of the remorseless fist so that the taster goes off of on 4+ rerolling 1's

I don't believe the Tasers for the Infiltrators will go off on a 4+ if near Dragoons. I don't have my codex nearby but is the effect of +1 or +2 to hit dependent on you HAVING a Data-tether or you being near a data-tether?

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Sorry I didn't explain myself very well. When i said time the attack right i meant getting them both in on the same turn so you can benefit the most from the reroll 1's canticle. If also using the strategem (which is +2 to hit when EQUIPPED with a data-tether) the dragoons taser will go off on 4+, rerolling 1's. The infiltrators will go off on 5's (using the stratagem and getting +1 to hit) rerolling 1's.

 

The Corpsucari electropriests also benefit massively from Wrath of Mars. Considering you can take them in groups of 20, they get 3 shots each (with 6's to hit being 3 hits) and then 6's to wound doing mortal wounds.

If my maths is right 20 of them will get 60 shots and with the extra hits will score around 60 hits. When wounding they will then get about 10 mortal wounds on top of whatever else they get.

The problem is delivering them. Hell they would defiantly work as an anti deep strike unit

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