It looks so cool...
I purchased the Cult Mechanicus codex because it had robots in it that reminded me suspiciously of awesome robots from comic books (and Games workshop knows who I'm talking about…). I was immediately intrigued of course. not only by the similarities but also by the theme. It's been a dream for a lot of players to see the Adeptus Mechanicus become a reality and now it has in the form of the two Codexes. The Cult Mechanicum in particular made me take notice aesthetically speaking.
Does Size Matter?
My first observation is that the units as you'd be likely to
gear them pretty much all come in at least at 300points. So this is an elite army and you're not
likely to crest over seven or eight units and that includes your Warlord. That isn't to say that you could not, but
that you probably won't as the way the force fights becomes more clear. For those who don't like elite armies or low
model count type risks, this army will scare you mightily. In Maelstrom missions, I have the feeling
that this force could struggle right out of the gate if a canny opponent
focus's fire on the easier to kill units to reduce the number of scoring units
to a dangerously low level earlier in the game.
The number of models is actually a bit misleading because
the Troops and the Heavy Support, which will eat up a bulk of your points, are
all multi-wound models and pretty tough as well. Kataphrons (both Breachers or Destroyers)
cost as much as a Heavy Destroyer, have two wounds, act as if relentless and
can fire both weapons. Their weapons are
mean. Breachers focus on anti-armor type
duties while Kataphron Destroyers are much more anti-personnel oriented.
Devastting Offensive Power
No army I can think of has the absolutely devastating array
of weaponry this force can boast on its basic troops. One Kataphron Destroyer, a Troops choice, can
fire two Plasma Cannon shots plus the
dreaded Cognis Flamer which is a flamer that also automatically gets 3 hits on
Overwatch! The Kataphron Destroyers can
also take on a Heavy Grav Cannon if you don't like the Plasma Cannon
shots. How does 6 Grav shots sound
instead? It has other options as well. BS of 3 is somewhat of a counterbalance.
Now imagine a unit of 6.
I don't care who you are, that is a frightening amount of
firepower.
Kataphron Breachers come with better armor than the
Destroyers and their Torsion Cannons are silly pants awesome. They will drop armor dead in its tracks.
The force also has some really fun Electro Priests you can
take, of two varieties in fact. These
look like they are out of the Mad Max movie, and again if one didn't know
better one might question whether GW might have been scoping out some new movie
releases while they sculpted. Anyways,
they come as either Fulgurite or Corpuscarii Electro Priests.
The difference between the two is the Fulgurites are WS 4
and melee oriented while the Corpuscarii are BS 4 and shooty. They both can come in units of 20 and the
Corpuscarii shooting is a really impressive Twin linked Assault 2 weapon at STR
4. Both kinds get Hammer of wrath. Both effectively ignore terrains effects on
charges and they both get a bonus to their str in melee. So overall a pretty scary couple units but
they become far MORE scary once you view them through the lens of the Army wide
Canticles of the Omnissiah chart which we will discuss.
Death Robots From Outer Spaaaaaaaace!
The last piece of the codex concerns the aforementioned cool
looking Sintinels…. I mean Kastellan Robot Maniple unit. Ahem.
Yeah that's it.
Anywho, These are bad mamma Jammas. They are as expensive as Talos, and in fact
are similar in a lot of ways stat wise (not QUITE as strong but that’s made up
for using the Canticles). They are like
Meganobz in combat with their large number of Power fist attacks, only they actually have an invul save and FnP; so entirely
better in that way. They are accompanied
by a Cybernetica DataSmith which has Artificer (2+) armor which they can use to
"tank" wounds they don't want to take. EACH Kestallan Robot can fire off 6 (or 9 if
using the Kastellan Battle Protocols, see below) vicious str 6 AP 3 shots
apiece, 3 of them twin linked, should you build the robots without their power
fists. Who needs the Power Fists anyways
since they are Monstrous Creatures that can have their STR augmented through
the Canticles when it matters. In short
they are killing machines of the most brutal sort, able to be ordered into
close combat in which case they smash through resistance and leave no survivors
or else they can be programmed to battle at range and make paste out of a sound
majority of the enemies they might fear.
Kastellan Battle Protocols allow the Datasmith character
leading the unit to either Double their attacks, gain Feel no Pain OR stay immobile
but fire one of their Carapace mounted weapons again. Interestingly this is DECLARED at the end of
the phase but does not take effect until the beginning of your next phase as
the Datasmith diligently removes and replaces your protocol chips.
Formations and Force Multipliers
In newer codex' we all know that it’s the army wide special
rules and formations that can be the scariest manifestation of the armies
potential so let's talk about it.
First is the Cohort Cybernetica. If you take two sets of Kastelan Robot
Maniples (Maniple is what they call the robot units as a whole) with a
Tech-Priest Dominus (the HQ choice the book provides) the Dominus can make the Kastellan Battle Protocols take effect
IMMEDIATELY. That’s powerful because you
could have fired everything using the extra shots, and then activate the
"double attacks" protocol in anticipation of being charged for
example! In addition you could charge
someone and then revert to the "added shooting" protocol" which
will increase overwatch if you feel that’s wiser. In addition the Datasmiths in the unit can
allow Split
firing with this Formation! The Canticle (see below) I can see helping
this unit the most given that they are Monstrous Creatures, is the Invocation
of Machine Might which can add as much as +3 to their STR. This Canticle will allow you to take shooty
robots without really losing anything in their melee ability when it matters
most.
The Elimination Maniple Formation is cool too. By taking 2-3 Kataphron Destroyer units, and
1-3 Robot maniples (and why would you not?) you can use this formation. That means that if the Robots hit a unit and
cause an unsaved result of some kind with their "Luminagen" weapons
(which reduces cover saves by one) then the Destroyers in the Formation Ignore
Cover instead and gain +1 BS against the "lit up" target!!! Kinda' like Markerlights, only the Robots
have markerlights that actually do damage.
You want this to count when it happens so the Canticle called
Benediction of Omniscience will allow them to re-roll missed shooting attacks.
The Numinous Conclave is great if you dig the Electro
Priests. By taking an even number of
both types (minimum 2 each) You gain one of the funnest abilities I've seen in
a codex in a while. As my readers know,
I am a big fan of synergies so this one is quite excellent to me anyways. What happens is they essentially empower each
other when the two types are within 6" of each other. The shooty Corpuscarii gain yet ANOTHER
shot with their electricity as they leech power from their Fulgurites fellows
who aren't using it yet. And their
attacks ELECTRIFY the enemy unit weakening it, thus allowing the Fulgurites to
re-roll to wound rolls against the electrified lot of them! Too cool.
They gain Crusader also which makes their sweeping advances pretty
awesome. This formation bnefits from
several Canticles, possibly all of them in equal measure at different times in
the game. As the Electro-priests are not
tough I would venture that giving them Stealth and/or Shrouded as they come
into the open is probably the best Canticle for them, which is called ShroudPsalm. The Litany of the Electromancer is straight up
sick on a large unit of these guys as well, giving them as many as 4 additional
attacks at INIT 10. Yes really. Even Flayed Ones will cringe.
The Holy Requisitioner Formation is for the Breachers so
they can shine. A Tech-Priest Dominus
and his Breacher buddies get to flawlessly Deep Strike, on a single roll,
within 6" of an objective. They gt
Counter Attack and Zealot which is great because
their job is to kill tanks and they WILL be charged right after they drop in
all likelihood. They also benefit a
lot from ShroudPsalm on the Deep Strike as there isn't always cover to hide in.
The force multiplier for the list comes in the form of the
Canticles of the Omnisiah, of which there are six. Each one is intoned at the start of the phase
and may be used only once. Each one
utilizes a table that will parcel out an ability based on the number of units
you still have alive. GENERALLY these
decline in value as the number of units diminishes and the Flames of Industry
are extinguished! Though I won't go
through the whole thing here, suffice it is to say there are certain Canticles
I can see helping certain units a great deal which I have made some mention of here.
Some Thoughts
After reading through the Codex I think that every unit is
good enough to take into battle. It's
flavorful enough that long standing fans of the concept will really be
aesthetically pleased. The true test
will be on the battlefield. Nothing in
the codex is cheap so you REALLY have to milk every opportunity and give strong
consideration to how you would play it.
Tactically there are some worries about it. It's not a fast army by any stretch of that
definition. Everything in the force
walks like infantry, even the Kataphrons who look like they are on treads but
don’t let it fool ya'. They are just
infantry. So pure toughness will have to
overcome that disability. Hugging
terrain and cutting off the parts of the battlefield you're not ready to engage
will be a key skill for its players.
I almost feel like the Holy Requisitioner Formation is going
to be a must in many armies. How can you
really look at hitting dead bang on target with anything but joy in a Maelstrom contest and/or in almost any contest? That ability is found in VERY few places
outside this codex. Swooping Hawks have
it and the Living Tomb Formation has it in a way. but it is by and large hard
to find and a welcome answer to the seeming frequency you will be without the
ability to get anywhere on foot.
That brings up a list building point. In general it may be wise to save points on a
couple of Kataphrons weapon options and treat them as they they are "going
to die". Upgrading them, especially
if they choose the shoter range weapons may simply prove a waste. So understand that in such an army loses will
be inevitable and losing a bunch of upgrade points across multiple units mounts
up in elite type forces. So always
eyeball opportunities within the list to have a "Carl" whose job is
simply to lead the charge, but we all know how that ends for Carl. No sense sending him with any expensive
equipment while he's at it.
I also think that because of the lack of mobility, you're
going to struggle between your wish to be able to maximize the Canticles (which
again are based on how many live units you have left) and the simple math of
attrition. MSU will seem the way to go with
this force probably to some. I might
respectfully suggest that ten units should be your cap. The entire army can only benefit once from a
Canticle and I'd rather have twenty STR 6 Electro-Priests than 10 benefiting at
a time from a combat, if you see my meaning.
UNtil I see this army played more I'll be a bit of a waffle on that list
design issue but ten feels like the absolute most you should attempt to bring
to the table. Just an opinion. Holding an objective is hard to do with
tinier units and at games end I am guessing you will need every body you have
left to complete the game.
Your thoughts are welcome as well. Any questions, comments corrections or
concerns, post eem here and thanks for reading!
Owning and having played a lot of cult mechanicus. Their forces are deceptively priced aND stated. While 6 destroyers granting you 36 shots of Grav at 30 inches is great, they are actually a glass cannon and less likely to earn their points back as a drop-pod centurion squad with Grav once the initial shock of Cult Mechanicus wears off of your opponents. The diffrence between Breachers and destroyers showcases the IMMENSE diffrence between the survivability of 3+ vs 4+, destroyers you won't want in the open EVER, Breachers will roll across the board like Sherman tanks their haywire S6 shots forcing saves and killing vehicles. Next are our favorite robots, Kastelans actually are a good all around troop, their shooting can possibly point and kill a 3+ squad and the 6+ reflection is amazing however smash and the relative weakness of most squads melee in 7th edition means the robots will always be looking to assault to both get a speed boost and to hopefully get away from the inevitable spam of high Strength high AP we all know eldar, tau, space marines and even guard can put out, which that brings back the value of the power fists as it adds 1 attack, and due to monstrous creature goes at inititive (f*** you terminators) also the robots make for an amazing distraction carnafex in the fact that they don't go down, and you don't shoot them and they will hit you line almost as hard as a knight would.
ReplyDeleteHey thanks for sharing your knowledge with me. In answer, I will address the comment on assault. I disagree on that end. Assault is very much a component of a solid list. sometimes you must shut something up and fast. Killing them isn't as sure as melee is. Fearless melee units are valuable for locking units down. Consider some of the units you fear most: Wraith Knights and StormSurges, Castigators and Gravgunbikes etc... The common theme here is: left alone they will do more damage so shut them up. Even if it costs you a unit, taking away 2-3 phases from such things is invaluable work. So i am not as down on that component of the game as you might feel.
ReplyDeleteI really found this codex interesting and was a little perturbed that someone suggested they might ALREADY be working on a combination of the two Mechaniucs codex's. Sigh. Wasted money? Hope not.
It's a horrible suggestion and basically only Skitarii benefit from it. They (the skitarii) having no HQ and less staying power in their basic squads than a SoB squad, while their speed is a welcome addition, the Skitarii have been a pain to properly ally when my bots do the same but almost better, or the presence of my bots means the skitarii dont get their shinny bits.
DeleteBut to showcase my own point with the kastelans as a melee first note I run them as a 2 to one 1 in favor of shooty build, but allowing them to stomp across the table and hopefully making charges with squads they had already thinned with their own shooting has brought them closer to objectives, warlords, ect than normal admech -4 speed can do, and in some case's faster than some atimes can run. While I'm biased against the electro priests (them dying before doing anything of note all thanks to blasts) they are the only unit really that you're going to "run" with...otherwise your dropping the holy Requisitionor on targets or begging someone to loan you their seraphim/drop pod/ect.
yip, we'll see if they do merge them.
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