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Thread: Mechanicum Tactics.

  1. #1
    Chapter Master nagash66's Avatar
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    Mechanicum Tactics.

    Well just as the Mechanicum predates the Imperium so too shall out tactics thread.

    So i will get the ball rolling, Vultarax stratos automata, i cant make my mind up on it, on the one hand it gives the Mechanicum its first true faction flyer, its cheap enough, solid anti infantry capability and the haywire gun is nice too, BS 5 helps there.

    On the other i cant see a clear role for it, tank hunter? but then the missiles go to waste. Infantry targeting on the other hand kinda wastes the main gun. Lastly it is still automata, meaning in anything but Cybernetica it will struggle to target what you want, and even in cybernetica it will have to stay with the general area of the army to work ( i did laugh when i read it was a scout lore wise).

    What do other people think?
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  2. #2
    Chapter Master Still Standing's Avatar
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    Re: Mechanicum Tactics.

    As a Mechanicum player I think it's one of the most broken things I've ever seen. A Maniple of 2 is almost guaranteed to kill a Spartan or Typhon on turn 1. As a Flying Monstrous Creature it starts on the table, offsetting one of the biggest weaknesses of regular flyers.
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  3. #3
    Chapter Master nagash66's Avatar
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    Re: Mechanicum Tactics.

    Quote Originally Posted by Still Standing View Post
    As a Mechanicum player I think it's one of the most broken things I've ever seen. A Maniple of 2 is almost guaranteed to kill a Spartan or Typhon on turn 1. As a Flying Monstrous Creature it starts on the table, offsetting one of the biggest weaknesses of regular flyers.
    True, but at that point you have 350 point unit firing dedicated anti tank weapons at one of the most expensive rabks in the game. Hardly broken.

    You think units of 2 are the way to go then?
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  4. #4
    Chapter Master Still Standing's Avatar
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    Re: Mechanicum Tactics.

    When you can guarantee (almost) the death of the tank, then kill a vehicle squadron every turn after without real risk of harm it's pretty bad.
    Still's Heresy Log - Thousand Sons; new and improved following MKA Masterclass course.

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  5. #5
    Chapter Master nagash66's Avatar
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    Re: Mechanicum Tactics.

    I am falling ever more in love with Tech Thrall units, make eh fearless, give them heavy chainblades and carapace armor and run them in blobs of 20. I find most enemies will ignore them, allowing them either to ramp up victory points, or charge into combat and actually kill/win vs most things.

    Every now and again someone will focus on them but in my local meta at least no one really carries the right tools for this kind of job, leading to some major overkill ( demolishers and the like) being turned on what is in essence a 120 point meatshield.

    How have others found them?
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  6. #6
    Chapter Master nagash66's Avatar
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    Re: Mechanicum Tactics.

    Quote Originally Posted by Still Standing View Post
    When you can guarantee (almost) the death of the tank, then kill a vehicle squadron every turn after without real risk of harm it's pretty bad.
    So still standing, final vultarax rules are out, does the toning down of their toughens make them more balance for you? Or still op?
    If you like the Horus Heresy, mediocre painting and terrible camera work, check out my plog! For The Emperor and Sanguinius!

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