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Trokair

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Trokair last won the day on July 6

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  1. At the rate you are scorching them and given that 9 of them there wont be many left. We will see where things stand after Akylas and Blakc Chort have had their current rounds go and the Orange Ur-Ghuls have failed to unpinn...
  2. I haven’t got my head fully around army building yet (and the added weirdness of the Mechanicum specific quirks) but I think the following is all correct... First of the two quirks to keep in mind with Mechnaicum list building: 1. Our Troop choice is a 30p (before upgrades) Tech-Priest, they can join units, provide buffs or utility through equipment choices and cyberthurgy The traditional Troop choices (Thallax, Castellax and Tech-Thralls) are all support choices now. Mechancium dose get a bespoke Auxillia Detachment (Taghmata Cohort) with 4 Support slots, so you can still filed plenty of what used to be troop. It does feel strange that we need to use one of our auxiliary slots to field the sort of units (and in the quantity if we so choose) that other armies get of the bat with the Primary or Ally Detachment in the form of 4 Troop slots. 2. Mechanicum Sub factions, some units have predetermined sub factions (Cybernetica for Castlellax (and all Automat I think), Lacrymaerta for Tech-Thralls and Reductor for Thallax. This is all nice and flavourful and keys of certain abilities and rules. The army building issue is that with the exception of the Primary (or Allied) detachment all units in a detachment must be of the same sub faction. So that 4 support slot Axulliary detachment I mentioned can take up to 4 units of Castellax or up to 4 units of Tech Thrall etc, but it cannot be used to take 1 Unit of each of Castellax, Thallax and Tech-Thralls (ie exactly what came in the battle box). Also as per main rule book, characters joining units from different factions (and I think Mech sub factions count for this) suffer stats penalties. So keeping that in mind, and on the assumption we have One unit of 2 Castellax*, Two units of 6 Thallax, One unit of 20 Tech-Thralls (or Two units of 10) and Triaros as our starting point (as I think that is what you have from what you mentioned) we can do as follow. *Support Slot Castellax can only take Mauler Bolt Cannons, but the Castellax Destructor (a heavy assault slot unit) which can be built from the same box can come with Multimeltas or Darkfire Cannons As Allies. Get 1 Magos. Which has Officer of the Line (2) so lets us take two Auxilliary detachment, the Comand slot in the Allied Detahcment is also a Prime slot so that Magos can also take Logistica for one extra unit slot. This would let us build: Allied Detachment with 1 Magos – I’d probably pick Cybernetica so it can go with the Castellax, or Lacrymaerta if blobbing up with the Tech Thralls Logistica slot for one support for Castellax (or one heavy assault for Castlleax Destructor) Taghmata Cohort with 2 units of Thallax Taghmata Cohort with 1 (or 2 small) units of Tech Thralls This does not use the Triaros and if you wanted to use it you either drop one of the three non Magos options above and take a Triaros as either a Logistica or as a Armoured Fist Deatachment or add a second Mago which would give you two more Auxilliary slots, so you could expand and take the auxillary that fits the type of unit you want to take. As full army If you then wanted to expand into a full army get an Archmagos, either for the Apex Detachment for your subfaction of choice (there are some really interesting one) or another Auxillary Detachment. If going Mech main there are a lot of choices, but due to the above mentioned quirks it is a bit restrictive and you have to pick your theme/intent. As far as I can tell picking a thematic army that goes with one (or maybe two) sub faction specific units flavours works quite well, but because of the subfaction restriction picking a bit of everything is awkward. Due to the quantity of units that are Cyberntica I think a Cybernetica lists is the easiest to build/round out. EDIT: I see from Cleons reply that I may have been thinking ofthe wrong box and therfore which untis you have avilable. If so then much as he said, A Magos with Logistica get you a heavy suport slot for the Thanatar, the tanks can go in a Armoured Suport and the Thalalx in a Taghmata Cohort (or as there is only one the Tactical Suport would also work)
  3. So it is the last weekend of the month and I have done nothing B&C related as I have been building Old World stuff. I should be working on my Call to Arms pledge but am not in a position to do so in the next few days. So instead for this month I am going to vow a colour scheme test for the Thousand Sons I build some years ago. I am going to start with the Tzzangor, and if I finish him might try the Rubric. I specifically chose a Tzzangor with a shield so that I can try out what I think I want to do for the Rubric armour.
  4. With the book in had I have only had a glance through, so there may well be aspects I am still missing. However my first stop was Thallax (and by extension Ursarax) as they are the reason why I have a Mechancium Army in the first place. To think that the Thallax is turning 12 this year (I know they were in the June 2013 WD, but I can’t remember the actual release date as I did not get my first lot until a few months later). The first thing and I think most significant change is that Thallax (and Ursarax) are now two wounds instead of three, and we have lost our feel no pain, however they are now 3+ and 6++ and down to 20p from 37p (HH2 or even 40 in HH1). This change to me fundamentally changes the nature of the unit. Thallax have gone from cybernetic jump pack OEQ (Ogryn equivalents, T5 3W 4+) kind of unit into more of a fancy marine or given the base size a terminator knock off. Now in a sense from a fluff point of view they were a marine equivalent, and the Lorica Thallax being a divergent power armour development. However from a how to use on the tabletop to me at least (and without having played any games yet) they have had a role change, we will see how this plays out. Other changes of note are: A movement increase to 10 in exchange for the jet pack utility, which I am fine with, and in fact in my home made attempts to port Thallax to 40k (for 8th, 9th and 10th edition I did much the same thing, taking the cue from Tau Battle suits that also used to be jet pack back in 7th). They have the Antigrav type, so can still move over models and terrain so that aspect has not been lost. The Lightning Gun has finished the Transition it started in HH2 and is now only a 3 shot S5 gun instead of a 1 shot s7 Rending gun it was in HH1, and as such has lots a little utility compared to the HH2 version with both profiles, but again I think I am ok with this (and again did similar in my 40k port house rules, taking cues form necron tesla weapons), especially given the next point. Special weapons are no longer limited to one in three, so if you want to load up you can. For my own I will probably stick to 1 in three for now, as that is how I built them, but when I get round to building Thallax #25-30 for my collection I’ll probably build them mostly as special to bulk out or swap out with the existing units (I am at 18 Resin and 3 Plastic built and painted, with another 9 plastic on sprue). I-rad cleanser and Multilaser are gone, which given that the former has been out of production for some years now, and hte latter never had a model is not surprising. I guess that plan for converting a plastic Thallax to have a multilaser will now never happen, oh well, they where the less used weapon options anyhow, Maybe it was my target selection, but my one I-rad never seem to do anything. The Photon-Thruster, Phased Plasma Fussile and Multimelta all changed a little with the edition transition, but they look like they still do the same jobs as before more or less. Squad size is now at 6 to 9, and I will miss having small three Thallax units around but given the price drop (and the contents of the plastic box) this change was on the cards, to be honest I am a little surprised the option of going to 9 remained If you take Ordo Reductor Archmagos then there is a Apex detachment that you can fill with three Thallax units that can take a Prime Advantage for a 5++ and an extra point of leadership. Ursarax Changes are much the same as the Thallax, 2 wounds, 3+ 6++, power fists nolonger limited to one in three and a simmlar price drop to 25p (from 45 in HH2 and 50 in HH1). Their fists however are nolonger true power fists in that they are S+2 (so S6) and not Sx2. That said, if you take a Lacyraemarta Archmagos then corresponding uniq Apex detachment can field up to three units of Ursarax that can take a Prime Advantages that adds two to their strength and gives them an extra wound, basically putting them back to where they used to be (and making the lightning claw stronger to boot). Taking my army into HH3 The core of my Ordo Reductor themed list in both HH1 and HH2 was always along the line of: 1 tooled up Archmagos 4 units of Thallax (one 6man with plasma, and a 3 man of each MM, Photon and I-rad respectively) 1 unit of Ursarax (6 to 9) 3 Medusa Tanks And then additional units added for flavour or points permitting, such as more Thallax, Macrocarid Explorator and whatever took my fancy. In terms of bring this into HH3, the smaller Thallax units get amalgamated into 6 man units, the Ursarax stay as is and while the Medusa tanks are dead (and unless there is a surprise in the Legacy PDF will remain so) with plastic Krios now a thing I will just do a one for one replacement, and the Medusa might find a home in a marine list somewhere). I will need a second character, but I have a few spare Magos/Techprist models, so that Tax is ok, more problematic is that the Archmagos have lost access to jet pack, so when joined to Thallax/Ursarax will slow the entire unit down. So the core of my list I think is going to be fine, though with the point drops I think what used ot be approx.2k is now 1.5k. I guess I am playing smaller games (which honestly suits me) until I can build more stuff. I havent looked to close at the Cybernetica stuff, but I suspect that my 2k Automata list is likewise smaller.
  5. As they are Dark Red Ur-Ghuls you will indeed get to act before them. That said I doubt they will do much to Ialathial as having not charged they don't get beserk charge, and with a -20 from Defensive Stance they are hitting less then a 1/4 of the time, even with ounumbering that dosent quite get them to 1/3 chance hitting, and you have a dodge as well.
  6. Turn 7 Initiative 26: Ialathial Duskstrider [0/15] 13: Kelman Orach [0/18] 12: Ialandranth Veilseeker [0/16] 11: Venkarryn [0/16] 11: Ur-Ghul (Red) All Dead 10: Ur-Ghul (Orange) [16] Each, 8 Remain – 3 Run + Hard Target, 5 Pinned 9: Saoirse Firebright [0/14] – Phantom [07/14] 7: Ur-Ghul (Dark Red) [16] Each, 7 Remain – 3 Run + Hard Target – 5 Pinned ?: Kemedra Llyn [0/15] – Unconscious Map Ialathial (Blue), Kelman (Black), Ialandranth (White), Venkarryn (Yellow), Saoirse (Purple), Saoirse Phantom (Lighter Purple), Kemedra (Green) Ur-Ghul relevant stats: AG:49, Toughness Bounus 3, and Armour 2 Pinned Ur-Ghul in Brown
  7. Hadad The servitor horde had ignored them until now, but the lockstep turn of so many towards the tree of them changed all that. Whether they had triggered some response, or the servitors had recived new orders he could not tell. Elvrit was laying down some covering fire as he sought to challenge the Ogryn derivative. Time to clear some of the hoard then.
  8. Dark Red Ur-ghul Dodge The smell of deep charred Ur-ghul permeated the area as three fell freshly roasted. Ur-Ghul in melee with Saoirse Phantom Dodge Growing frustrated with the intangibility of its foe the Ur-Ghul screamed, and thus only bearly avoiding the blade swingeing for its head. Snarling as it recovered its balance it never ‘saw’ the second swing. Dark Red Ur-ghuls
  9. Time for some carnage then. Are we doing structured time (in which case I think Lys and I have rolled for iniative already) or more of a we go they go back and forth?
  10. I see that I misunderstood which Ur-ghul you were trying to see. I though you meant the currently pinned one that is at the hull between Kelman and Ialathial, hence why charging seems like a valid options. That said from climbing onto Featherfligth you would indeed see all the rest as well so all good there. I’ll go and work out how many and how badly scorched there are.
  11. It might take some ducking or leaning or creativeness but one way or another you can draw line of sight if needed. If this is for a ranged attack the Ur-Ghul might benefit from some cover (I'll work that out if needed once I am home tonight). or you can move closer (say onto the wreck) and then you can seem the Ur-ghul without any issues or charge and then you can see the Ur-ghul up close and personal.
  12. Move towards us because they are now hostile (i.e. we tripped some safety protocol by approaching this close)? Or Move towards us because there path happens to go that way?
  13. Red Ur-ghul Dodge Red Ur-Ghul Ornage Ur-Ghul Saoirse Next
  14. It happens to all of us at times. Perhaps Black Cohort will have better luck in dealing with those two Ur-ghul.
  15. If in doubt, roll some dice, - 1-6, shoot the tempting target, 7-10 shoot something else.
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